Anubis said:
Hey Anubis mate!
Anubis said:
I have a correction, a suggestion, and several questions for you.
Sure, fire away!
Anubis said:
First, the correction. I noticed that you posted earlier about a Vorpal Longsword +5 costing 100,000 gp and taking 200 days to create. That is incorrect. By the rules, you must take 1 day for every 1,000 gp, so the time needed would be 100 days, not 200 days. You made this mistake on all of your examples.
Can't fathom why I had that wrong there!?
Anubis said:
Second, the suggestion.
You seem to be making things far more complex than they need to be.
On the contrary, I have simply opened eyes to the fact that things don't make sense as they currently stand.
Anubis said:
D&D3 is a good simple and simple, and there is no need to make drastic changes for the sake of realism,
I was never focusing on realism, that was simply a byproduct of doing things right.
All I ever wanted was for natural armour to make sense in a non-arbitrary way.
Anubis said:
especially where there are already logical explanations.
If the explanations were 'in fact' logical then the system itself would be logical, which, it obviously isn't.
Anubis said:
As far as natural armor is concerned, the current system is perfect and should be left alone.
On the contrary, the current system may seem perfect within the microcosm of the core rules but not to the trained eye.
Anubis said:
My reasoning is that "natural" armor does NOT always mean natural as in "tough hide" or "scales" or the like,
Natural armour means natural armour!
You shouldn't have to look for hidden meanings.
Anubis said:
nor should natural armor be used to reduce damage.
Technically it should.
However, this represents a fundamental Core Rule change - which is why I will present it only as an optional rule (even though its one I advocate, and makes sense).
Anubis said:
Simply put, that is the exact reasoning behind having "natural armor" and "damage reduction".
Under the current system:
Natural armour is akin to Natural Deflection
Damage Reduction is akin to Supernatural Resilience
Anubis said:
Under your current proposals,
Under my current
optional proposals...
Anubis said:
damage reduction should be negated in an antimagic field just as supernatural armor is.
Damage Reduction
IS negated in an Anti-Magic Field. (See Monster Manual pg. 9)
Anubis said:
This is not the purpose of antimagic, however
Anti-Magic doesn't need a purpose its a phenomena.
Anubis said:
...and your proposals overly complicate matters.
I am positive there is light at the end of this tunnel.
Anubis said:
Damage reduction, simply put, comes in one of two forms: 1) natural toughness that reduces damage (i.e. barbarian damage reduction and hardness)
Yes.
eg. DR 2/- (not being penetrated by a magic weapon denotes its natural, as opposed to supernatural/magical)
This is also what I would class as Resilience (so that its not confused with Damage Reduction).
I have no problem believing that over time a barbarians skin weatherbeaten by the elements and accustomed to adversity and would become tough like leather - not far beyond that though.
This was also why I advocate adding Hardness/Resilience to a Golems qualities. Although this would be subsumed by Natural Armour in the event of using the optional rule.
Anubis said:
and 2) mystical (NOT magical, this would be an Extraordinary ability) toughness that requires a special means to defeat.
The ability is either natural/extraordinary or supernatural/magical.
Anubis said:
Natural armor, the way I see it, also comes in two forms: 1) truly "natural" armor (i.e. scales, hide, etc.)
You hide behind the 'truly' prefix. Natural armour is just that - natural armour!
It does exactly what it says on the tin!
Anubis said:
and 2) a "mystical" (again, NOT magical, this would still be an Extraordinary ability) form of natural armor that is a result of a reality the real world can only imagine,
The philosophy behind an ability might well be 'mystical' but not the properties of that ability.
Anubis said:
and although some things LOOK tougher, that doesn't always mean they are,
True. But the question you have to ask yourself is why!?
If a Succubus is 'mystically' tough, then why isn't a Bebilith also 'mystically' augmented and subsequently yet tougher still!?
Anubis said:
and as such, natural armor is thus concidered to be a manifestation of a different reality that we can't possibly comprehend
I simply can't accept this illogical definition.
Anubis said:
(IOW, natural amor is neither magical nor psionic nor supernatural,
Nor even 'natural' it would seem.
Anubis said:
but rather a strange twist perhaps quite similar to Superman's skin).
Superman is somewhat anachronistic.
(I'm only well versed in Marvel Superheroes and Villains, not DC Comic personalities).
But lets take a closer look...
If you attempt to quantify his Resilience it would presumably be akin to diamond (about 240/inch) or better?
Anubis said:
Also remember that a miss is not always an actual miss, but could instead be a hit that does no damage, meaning natural armor should still be a bonus to AC and not used as another means of damage reduction.
It doesn't logically state that armour should not reduce damage, what it does is tell us that the current mechanics do not.
Anubis said:
If you want damage reduced so badly, the simplest solution is to turn natural armor bonuses in actual damage reduction modifiers, leaving out the complex stuff.
Thats the
option I am presenting.
Thats what I advocate doing for all beings
except Outsiders.
Anubis said:
Oh, and to take the Superman example a step further, remember that his skin looks exactly as a normal human's, yet is tougher in every way.
As soon as I saw the Superman analogy I knew you would use this argument, however it doesn't hold water...
Anubis said:
The skin is no more armored, it's just tougher, plain and simple.
Lets look at 4 sets of comparisons:
#1 A normal human and a Rhinoceros.
The human has no natural armour and the Rhino has natural armour +7 (I would have determined +9 but thats not important for this experiment)
The Rhino is large, if we increase the human to Large size it would gain NA +2.
So therefore the Rhino can be seen (pound for pound as they say) to have NA x3.5 better than a human (I would say 4.5)
#2 Superman and a Rhino beast from the planet Krypton (both now on earth)
If we assume that the once normal skin of Superman is elevated to diamond like resilience then we must also assume that the Rhino beast would be tougher still!
If Superman has a NA +240 then the Rhino beast will have (at least) NA +840 (I would say +1080)
#3 Succubus and a Bebilith.
Supposedly a (medium sized) Succubus has NA +9 and a (huge) Bebilith NA +16. Therefore a huge Succubus would have NA +23. That is practically a difference of 150%.
So they would have us believe that the Succubus (which as far as we can see is unarmoured) is (pound for pound) 150% tougher than the chitinous plated Bebilith.
If you apply the Superman analogy to the Succubus and concoct a quasi-mystical excuse for its natural armour then armoured demons should be proportionally tougher still!
#4 Graz'zt and Demogorgon
It defies all logic (and balance) that the relatively normal skinned Graz'zt should have the same 'natural armour' as the scaly monstrous Demogorgon.
Hes smaller, faster (more dextrous) and could subsequently don armour himself.
I'll expound on these two further in a subsequent post.
Anubis said:
Perhaps that is what all natural armor is? Or would you rule the Superman (remember, he's not magical in any way) would lose his natural armor bonus in an antimagic field because his natural armor is actually supernatural armor?
He would certainly lose it when exposed to Kryptonite.
Supermans armour would be natural (on Earth). True he does not look armoured (I said he was anachronistic) but his Kryptonian physiology/biology is alien. We must assume all Kryptonians exposed to the rays of a yellow sun would be commensurately augmented.
Likewise we must apply this logic to Outsiders.
Anubis said:
Anyway, a similar explanation exists for real armor. There is no need to reduce dexterity, because the current rules cover everything.
The current rules (again) don't make sense.
Anubis said:
Remember that adventurers are far more powerful than we are in real life, and probably more powerful than any real person.
Only within game mechanics.
Anubis said:
They are TRAINED to be able to be agile even in armor.
They may well be trained to be agile in armour but they would be far more agile without it.
Are we to assume that a 1st-level Fighter in Full Platemail (with Dex 12) is as agile in his armour as Odin in (for the sake of example) +30 Full Platemail with his Dex 83!? No, of course not!
Anubis said:
This is a fantasy game, NOT a medieval game, never forget that.
Even a fantasy game must have a basis in reality though!
Anubis said:
As for Harm . . . I've been through this before, and I favor the current version without any modifications.
Thats certainly your prerogative, but not something I would advocate.
Anubis said:
Yeah, it's powerful, but so are many other spells of the same level,
None are so ridiculously unbalanced though!
Anubis said:
and the enemies can use it on you just as you can on them.
Two wrongs don't make a right.
Anubis said:
If anything, Heal and Harm should be higher level spells.
True.
Anubis said:
Moving on . . . Hoping you consider my words carefully and remember that I say them with the utmost respect . . .
Of course mate! Thats what this thread is for! People discussing the WPS.
Anubis said:
Time for the questions!
1) You stated that Orcus is currently 44 HD in D&D3. Where did you find that information, and where can I get it? (Orcus is the main enemy in my campaign.)
Its from Dungeon #89.
However they are not the official stats!
Anubis said:
2) What is your solution for Vorpal weapons that you have spoke of?
Simply that I have disassociated the vorpal ability with critical hit. All vorpal weapons decapitate on a 'natural 20' regardless of critical threat range. Further they are not affected by 'keen' or 'improved critical' capabilities. They also ignore stipulations such as immune to critical hits. A Flesh Golem would not be destroyed by decapitation but it will still lose its head.
Anubis said:
3) What is your system for determining CR above 20?
I'll post this, in its entirety, a little later.
Anubis said:
Always nice to hear from you mate!
