And for spellcasters like the Wizard where spell access and not class features are where the class's power lie, having access to multiple DCs is part of the character's strength, so taking it away would require reworking other things as well.
3e had three types of saves and Wizards had spells targeting each of the three (plus a bunch more that targeted Touch AC). I don’t think there’s any pundit saying 3e Wizards were weak due to targeting only 4 defenses rather 7, right?
In the context of D&D combat, this isn't a modular thing you can put in by itself. It has a lot of implications, from making armor much more powerful against weak opponents and nigh meaningless against even things like ogres (CR 2). If it's tweaked to make meaningful it will also have a large impact on making combats go longer, and grind is basically universally bad. But you can't just reduce HPs to fix that because then lightly armored characters become less viable. Remember this needs to scale from hordes of rats to dragons, from commoners to heroes of the multiverse.
I agree that making DR more prevalent is a big change. That is why I tagged the thread as 6e and not as Homebrew for 5e. That being said… even though I was not suggesting that, a naive attempt to bolt that onto 5e might not be as bad as you think. The Barbarian’s Rage grants resistance to P/B/S (and many others with the right subclass) and the game works fine with that. Giving that ability through some level of worn armor might not be the end of the world. The big issue would be to give Barbs something to compensate if one of their big feature can now be replicated by any Joe Blow with an item. But besides needing to de-nerf Barbs it might be just fine… actually, maybe this would help close the so called Martial/Caster divide?
Plus, that's not a possible "6e Theory" concept as AC is a a sacred cow.
I agree and that bugs me too, to be honest. I like the ring of "Armor Class" and it pained me when I wrote the line "There is no Armor Class"!
Maybe AC has to stay for old times sake, but its meaning changes… in this new system, AC now functions as today’s DR, but we call it AC (and there is no concept called DR since AC replaces it).
Okay, so, one thing to grapple with there is that D&D's approach to offense/defense isn't a realistic simulation, but it is among the cleanest mechanics around. To add complication to it, but then to speak about what's "cleaner" sounds a bit incongruous - not that it isn't valid, it just sounds incongruous, to me. If being clean was a goal, why change it?
I should not have used the word "clean" because it means too much and therefore too little. What I am really after are two things:
- Simplicity of learning and playing the game.
- Realism, not to the extent that it’s literally a physics sim, but sufficiently that fluffy narration flows naturally from the crunchy mechanics, without needing to be an expert improv player.
To explain the interplay between these, let me give an example using 3e and 5e as comparisons.
In 3e, there are, roughly speaking, 3 ACs (Touch, FF, Full) and 3 saves (Fort/Ref/Will). Technically there is also Touch&FF AC so it’s really a 2x2 matrix of AC for a total of 4 different permutations, but T&FF occurred so rarely that many players probably never even realized it existed. Those 6-7 defenses provide a great deal of realism. You could pretty clearly narrate what happened in a given roll. Contrast with 5e which also has 7 defenses (AC + 6 saves) but which provides less realism than 3e since the notion of Touch and FF ACs are lost entirely, and in exchange we get dubious utility saves for the secondary stats…
Unfortunately, 3e’s implementation was not that simple because there were so many different AC bonus types and some of them applied to Touch AC, others to FF AC, others to both or to none; and bonuses of the same types didn’t stack; and the numbers scaled high… it was quite clear but cumbersome to compute. Contrast with 5e which has very few bonus types, Bounded Accuracy which keeps numbers low, and very few stacking restrictions. 5e ends up being simpler to learn and play.
So which is "cleaner"? (That ugly word again…)
Well, what I’m trying to propose is a system which carries the realism of 3e, or close to it, but hopefully even more simplicity than both 3e and 5e.
How is that possible? Well, let’s have a single concept for getting out of the way. There is Reflex and Touch AC, but no need to have both. Then the other simplification is to remove the amalgamated full AC which lacks realism. The end result is 3 defenses + DR (which as I said above should perhaps be called AC for nostalgia’s sake, though mechanically it really is like 3e/5e DR).
You might really like 13th Age.
That said, you may also want to look at Savage Worlds as an example.
Thanks for both of these suggestions! I don’t know about either. I’ll check them out!