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Revised DR
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<blockquote data-quote="Petrosian" data-source="post: 674839" data-attributes="member: 1149"><p>Ok here is a wierd idea...</p><p></p><p>DR currently has two values, a blocking value (the 20 in 20/+2) and a bypass value (the +2).</p><p></p><p>The bypass numbers are currently deemd a problem because they are so low that with normal wealth levels and gmw they are beaten against good cr beasties. So it seems the answer there is to raise those values somewhat. The chosen answer is to add the flavor of the week designer dr.</p><p></p><p>The big problem with the block numbers is that in some cases they seem too high and stop the attackers cold. The chosen answer seems to be to rescale these values but that still leaves manay worried about the change and dr lethal scenarios.</p><p></p><p>So what if the problem is the "blokc" mechanic itself?</p><p></p><p>What IF...</p><p></p><p>DR reduced the damage done in some proportional method?</p><p></p><p>What if it was DR +2/half or DR +1/two-thirds or DR+3/one-third?</p><p></p><p>this way, DR would have a proportional effect across the board.</p><p></p><p>if it is DRZ +1/10 then it means the mage's staff and the druid's scimitar are practically eliminated from consideration, because those classes wont have the strength and specialization and power attack benefits to beat it at all except on a critical. The fighter is hurt but he still gets damage thru. It also makes TWO HANDED fighting even better over the top of TWO-WEAPON FIGHTING.</p><p></p><p>it seems to me that there is nothing about the axe wielded 2h style by the fighter than means it should get damage thru while the axe wielded 2w style by the ranger is impotent.</p><p></p><p>So, why not make DR reduce the total damage of an attack by a set value, so that every attack gets something thru?</p><p></p><p>For monsters "immune" to certain levels, you give them a fast healing or regen that would take care of those normal damage levels.</p><p></p><p>this change would make dr more universally balanced, as it would not be as dependent on campaign specific issues such a minmaxing and the availability of strength boosting and the comparative frequencies of TWF styles vs THF styles.</p><p></p><p>Of course, in 3.5 they seem to be going the opposite direction... taking the guys with "1/2 from" and turning them into blocking drs.</p></blockquote><p></p>
[QUOTE="Petrosian, post: 674839, member: 1149"] Ok here is a wierd idea... DR currently has two values, a blocking value (the 20 in 20/+2) and a bypass value (the +2). The bypass numbers are currently deemd a problem because they are so low that with normal wealth levels and gmw they are beaten against good cr beasties. So it seems the answer there is to raise those values somewhat. The chosen answer is to add the flavor of the week designer dr. The big problem with the block numbers is that in some cases they seem too high and stop the attackers cold. The chosen answer seems to be to rescale these values but that still leaves manay worried about the change and dr lethal scenarios. So what if the problem is the "blokc" mechanic itself? What IF... DR reduced the damage done in some proportional method? What if it was DR +2/half or DR +1/two-thirds or DR+3/one-third? this way, DR would have a proportional effect across the board. if it is DRZ +1/10 then it means the mage's staff and the druid's scimitar are practically eliminated from consideration, because those classes wont have the strength and specialization and power attack benefits to beat it at all except on a critical. The fighter is hurt but he still gets damage thru. It also makes TWO HANDED fighting even better over the top of TWO-WEAPON FIGHTING. it seems to me that there is nothing about the axe wielded 2h style by the fighter than means it should get damage thru while the axe wielded 2w style by the ranger is impotent. So, why not make DR reduce the total damage of an attack by a set value, so that every attack gets something thru? For monsters "immune" to certain levels, you give them a fast healing or regen that would take care of those normal damage levels. this change would make dr more universally balanced, as it would not be as dependent on campaign specific issues such a minmaxing and the availability of strength boosting and the comparative frequencies of TWF styles vs THF styles. Of course, in 3.5 they seem to be going the opposite direction... taking the guys with "1/2 from" and turning them into blocking drs. [/QUOTE]
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