Why SUPERnatural Armour must be addressed
Hi all!
Upper_Krust said:
Under AC listings I will have Natural and Supernatural bonuses seperated.
Therefore:
- anyone who wants to use the Core Rules can do so by just looking at the AC figure.
- anyone who wants to acknowledge the difference between natural and supernatural (but still adhere to core rules regarding armour) can do so by simply negating supernatural armour in an Anti-Magic Field.
- anyone who wants to use the optional rules for armour (reducing damage instead of increasing AC) can do so by removing natural armour from AC and making it a Resilience Bonus.
So I am pretty much catering for every eventuality.
Okay, this current idea seems to have garnered a mixed reception.
The above quote shows
how, but not
why Natural/Supernatural Armour must be addressed.
While I certainly wouldn't force such a rule on people I do want everyone to understand the reasoning behind why I advocate it.
So lets use four examples, which, for the purpose of the experiment we will assume are all Demigods: Demogorgon, Elminster, Orcus and Tiamat. Lets assume they all have 49HD (or levels).
Demogorgon is a huge scaly demon
Elminster is a medium sized human
Orcus is a large leathery skinned demon
Tiamat is a colossal plated dragon
Okay, lets say your using the Core Rules for Natural Armour.
Q: How do you determine the natural armour of each!?
Frankly I don't see how you can!?
Okay, so how would I do it.
(Literal) Natural Armour
Firstly lets take a look at (literal) natural armour (I showed in a recent previous post how to determine this).
Elminster (Medium/Normal Skin) = +0
Orcus (Large/Leathery Skin) = +5
Demogorgon (Huge/Scaly Skin) = +15
Tiamat (Colossal/Plated) = +46*
*Tiamat is obviously armour plated. You might consider Tiamat Colossal/Scaly Skin = +25, but it won't affect this example (Dragons seemingly have natural armour approx. equal to their HD -1, so we can assume they are armour plated).
Clearly size and skin type are the main factors affecting (literal) natural armour.
Supernatural Armour
However we know that Outsiders (and therefore deities) can gain/manifest a supernatural bonus to their natural armour. In the Worship Points System this is done by expending WPs.
More WPs expended the greater the Supernatural Armour bonus.
If all the above beings are demigods then they could all expend roughly the same amount - gaining potentially the same Supernatural Armour Bonus.
An easy marker for this is to have SnA equal to HD/Levels (although the actual process doesn't work like that).
So (for the sake of this example) the above Demigods could manifest a SnA bonus of +49.
Which means added to their 'natural' armour:
Elminster = +49
Orcus = +54
Demogorgon = +64
Tiamat = +95
So clearly Tiamat has potentially the highest natural armour (NA +SnA combined) even though all four are of equal power.
Why (literal) Natural Armour/Armour MUST reduce Dexterity
Logic dictates that the larger/heavier/more dense something becomes the slower its reflexes (Dexterity) become. Likewise anyone wearing armour will also become slower in this fashion.
So we must assume that (literal) natural armour (and armour) counters Dexterity (
not imposes a limit to them! As per the idiotic core rule idea).
So because Tiamat has the highest (literal) natural armour (part of which is due to size alone) she must have the most severe Dex penalty.
The easiest method of determining this is that +1 point of (literal) natural armour (and armour) reduces Dex -1.
eg. Full Platemail (NA +8) reduces Dex -8.
However, no being will naturally evolve armour that would impose a negative Dex penalty to it. So therefore we can assume for (literal) natural armour that Dexterity can't go below 10.
Wearers of Manufactured Armour are not so accustomed to it and as such face penalties taking Dexterity below 10.
eg. Dex 14 human will be treated as having Dex 6 in Full Platemail.
I would, however, allow both magical armour and a Feat to halt Dex being reduced below 10.
So to return to our examples:
Elminster = -0 Dex
Orcus (Large/Leathery Skin) = -5 Dex
Demogorgon (Huge/Scaly Skin) = -15 Dex
Tiamat (Colossal/Plated) = -46 Dex
So for Tiamat to function as if she had Dex 12 she would have to increase her Dexterity to 58.
Why Supernatural Armour IS a DEFLECTION bonus
The most obvious reason is that we already have Supernatural Armour in the form of Damage Reduction. Damage Reduction is (of course) already Supernatural and ceases to function with Anti-Magic.
We have already proved that the Succubus cannot have (literal) Natural Armour +9.
Equally the (supposed) natural armour of a Succubus cannot be an actual 'armour' bonus otherwise it would be incorporated into its Damage Reduction 20/+2.
Therefore it must be a deflection bonus!
The whole thing in a nutshell...hopefully
1. Armour ABSORBS damage.
2. The heavier the armour you sport the SLOWER you get.
3. Outsider skin is NOT 'naturally' tougher than it looks.
4. Any Outsider bonus to AC beyond its (literal) natural armour is Supernatural Deflection since Damage Reduction is (literal) Supernatural ARMOUR. Either way it ceases to function within Anti-Magic.
Any questions/comments!?
I am interested to hear if anyone is still unsure why I am proposing this
optional rule!?