Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Reworking Fortification
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="comrade raoul" data-source="post: 3157672" data-attributes="member: 554"><p>The greater ablative ability is straightforwardly worse than greater fortification--it offers at best a 95% immunity to critical hits (and less than that, for characters with very high attack bonuses) and no protection against sneak attacks. So +5 should be right out.</p><p></p><p>How should it be priced? Well, it can help here to do some math. Think of the attack penalty from the ablative ability like a very big bonus to AC, but one that only comes up some small amount of the time--whenever an opponent is trying to confirm a critical hit. (This is one of those times where it is really helpful to think of a roll to confirm a threat as working a lot like an extra attack.) So the value of the bonus is going to be proportional to the product of the AC boost and the frequency with which it comes up. So how often does it come up? That depends on the attacker's critical threat range. Let's test it with a 19-20 threat range.</p><p></p><p>Given a 19-20 threat range, roughly 1 out of every 10 attacks will be a threat, yielding the "extra attack roll" that the ablative ability is helpful against. This means ablative will be helpful against, for that threat range, 1 out of 11 attacks, or about 9.1% of the time. If we multiply the magnitude of the bonus (+20) by the frequency with which it comes up (1/11) we get about 1.81--that means, for a 19-20 threat range, it provides a slightly smaller increase in expected defense than a straight-up +2 bonus to AC. Against most opponents, the greater ablative ability will actually be nontrivially <strong>less</strong> effective, because a significant amount of the AC boost will be overkill (if your enemy needs a 10 or better to hit anyway, a +10 bonus to AC is just as good as +20). It will also be nontrivially less effective against the large number of opponents who have a 20/x2 crit because they attack with natural weapons. </p><p></p><p>However, it will be better (though in many cases still not quite as good as a straight-up +2 AC bonus) against opponents with larger threat ranges, or against opponents who will hit you all the time anyway (even if their attack bonus exceeds your AC by too much for your AC to be helpful, your armor will now still offer a bit of help against their crits). It also deserves a bit of an edge because, since players arguably have a reason to be risk-averse, benefits that remove some of the unpredictably in combat might (again, arguably) work disproportionately in their favor. In general, though, I think that ablative works pretty well as a +2 enhancement, although if you thought the risk-reduction element was very valuable, or you thought lots of enemies had attacks with high threat ranges or multipliers, you could certainly make a case for its being +3.</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 3157672, member: 554"] The greater ablative ability is straightforwardly worse than greater fortification--it offers at best a 95% immunity to critical hits (and less than that, for characters with very high attack bonuses) and no protection against sneak attacks. So +5 should be right out. How should it be priced? Well, it can help here to do some math. Think of the attack penalty from the ablative ability like a very big bonus to AC, but one that only comes up some small amount of the time--whenever an opponent is trying to confirm a critical hit. (This is one of those times where it is really helpful to think of a roll to confirm a threat as working a lot like an extra attack.) So the value of the bonus is going to be proportional to the product of the AC boost and the frequency with which it comes up. So how often does it come up? That depends on the attacker's critical threat range. Let's test it with a 19-20 threat range. Given a 19-20 threat range, roughly 1 out of every 10 attacks will be a threat, yielding the "extra attack roll" that the ablative ability is helpful against. This means ablative will be helpful against, for that threat range, 1 out of 11 attacks, or about 9.1% of the time. If we multiply the magnitude of the bonus (+20) by the frequency with which it comes up (1/11) we get about 1.81--that means, for a 19-20 threat range, it provides a slightly smaller increase in expected defense than a straight-up +2 bonus to AC. Against most opponents, the greater ablative ability will actually be nontrivially [b]less[/b] effective, because a significant amount of the AC boost will be overkill (if your enemy needs a 10 or better to hit anyway, a +10 bonus to AC is just as good as +20). It will also be nontrivially less effective against the large number of opponents who have a 20/x2 crit because they attack with natural weapons. However, it will be better (though in many cases still not quite as good as a straight-up +2 AC bonus) against opponents with larger threat ranges, or against opponents who will hit you all the time anyway (even if their attack bonus exceeds your AC by too much for your AC to be helpful, your armor will now still offer a bit of help against their crits). It also deserves a bit of an edge because, since players arguably have a reason to be risk-averse, benefits that remove some of the unpredictably in combat might (again, arguably) work disproportionately in their favor. In general, though, I think that ablative works pretty well as a +2 enhancement, although if you thought the risk-reduction element was very valuable, or you thought lots of enemies had attacks with high threat ranges or multipliers, you could certainly make a case for its being +3. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Reworking Fortification
Top