Hey Anubis mate!
Anubis said:
Now, back to UK. There's obviously no way for me to make further argument about supernatural armor until your system is made public, so I'll stop now and await your work so that I can check it out more fully. I do wanna discuss the penalties to dexterity, however.
Hey! Don't be shy! Were all friends here, if theres something you don't agree with TELL ME! I appreciate all constructive criticism mate!
However, I must say that if I haven't convinced anyone by this stage then I must be explaining it wrong somehow!?
Remember also (and I imagine I can't state this often enough) its just an optional rule.
Anubis said:
First off, by your proposed system, heavy armor becomes COMPLETELY useless, and AC is balanced against PCs.
No. No. No.
Full Platemail won't provide a bonus to AC but it will reduce the damage of every attack by 8.
Anubis said:
I find this to be totally unbalancing and un fair. A Party of 11th level characters will usually have close to 30 AC,
Actually the average AC for 11th-level characters is 19 (using the 11 examples in the DMG).
The only characters wearing armour are the Barbarian (breastplate), Cleric (full plate), Druid (Hide Armour), Fighter (Full Plate), Paladin (Full Plate), Ranger (Studded Leather)
Lets examine the 11th-level Fighter:
AC 25, BAB 19/14/9, Dmg 1d10+8 (+2 full plate, +1 large shield, Dex 13, ring of protection +1)
Instead of AC25 I propose:
AC 14, Resilience(Armour) 10.
Therefore two equal fighters attacking each other would deliver only 1d10-2 on a hit! (Average 3.5) Rolling a '1' or '2' on damage would result in no damage!
Anubis said:
and their enemies have attacks at +10 to +20 while having AC that is relatively easy to hit. With your proposed changes, the AC of PCs will drop by an average of 5, making defending attacks impossible for PCs!
A character in Full Plate will likely get hit (by their peers) but will take much less damage - thats what armour does!
Anubis said:
With those changes, all current CRs would have to go up by at least 2 to make up the difference!
Not at all. If you apply the rule across the board then all characters and monsters will be affected equally - so there will be no need for such changes.
Anubis said:
Most enemies have low AC to begin with, and most of them don't wear regular armor. Still, lowering effective dexterity makes no sense unless you put the minimum of 10 in place. Otherwise, lighter armor is ALWAYS better!
The minimum of 10 is always in place for (literal) natural armour. Only manufactured armour can impose a penalty below 10 Dex. Even then I have already said I would consider either a Feat ('Sleeps in Armour') or Magic Armour to remove any potential negative Dexterity penalties for wearing it!
Anubis said:
Here's an example . . . First off, with the new system, ALL PCs will put their best roll in Dexterity or die in the first battle. Let's assume now that all PCs have a 15 Dex to begin with. Under the core rules, your fighter with full plate would have AC 19, your rogue with leather would have AC 14, your cleric with breastplate would have AC 17, and your wizard with nothing would have AC 12.
Okay, with you so far...
Anubis said:
Under your changes, the fighter would now have AC 16, the rogue would have AC 11, your cleric would have AC 15, and your wizard would have AC 11.
No. No. No. (I see I still haven't explained this sufficiently

)
Under Option #3 Armour reduces damage - it does not add to AC!
The Fighter would have AC 8 (Dex effectively 7), Resilience 8 (Full Plate)
The Rogue would have AC 11 (Dex effectively 13), Resilience 2 (Leather)
The Cleric would have AC 10 (Dex effectively 10), Resilience 5 (Breastplate)
Yes,
The Wizard has AC 12 (Dex 15, not reduced by armour), Resilience 0
Anubis said:
Yes, it IS more realistic, but it is GROSSLY unbalancing. Not to mention you'd have to change EVERYTHING.
(With Option #3) You only have to change one thing: (literal) natural armour no longer adds to AC but reduces damage.
Any monsters (except Outsiders) simple have their Natural Armour changed from AC to Resilience. That takes all of 10 seconds to determine.
I have already shown how to determine Outsider AC less than a minute. All you need to know is: skin type; size and HD (HD equals Supernatural Deflection)
I don't see how it can be simpler!?
Anubis said:
(What would you do about mithril armor
Simple. It reduces Dex by one for every 2 points of armour (instead of 1/1).
eg. Mithril Full Plate reduces Dex by 4 instead of by 8.
Anubis said:
and amulet's of natural armor?)
Simple again. It provides a deflection bonus (so it stays the same). Since a magic/supernatural ability that reduced damage would be determined as Damage Reduction - any magical or supernatural ability/item that (currently) gives a NA bonus must therefore be a deflection bonus.