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The YAARGH Armor Revision
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<blockquote data-quote="IndyPendant" data-source="post: 936057" data-attributes="member: 8738"><p>Hmm...I've given it some thought, and I have to say I don't like it as is. Here's why (and sorry if I give offense as I tear apart the idea...) :</p><p></p><p>1) The cost is too low. I understand what you're saying about monsters still being able to damage the Fighter sometimes--but not enough. What CR 1 or 2 creatures have 2d6 or comparable damage in a single attack, without including Sneak Attacks or Crits? Yet the Fighter can have DR 4 at the start; you'd find yourself tossing in enemies that can bring the Wizard or Rogue down to -10 easily with one strike, just to hurt the Fighter.</p><p></p><p>Sure, given 10 or more hits (note: hits, *not* attacks), the enemy would finally take out the Fighter--but meanwhile, any Fighter worthy of the name (and large size) is dealing out at least 1d8+3 points of damage every time *he* hits! Even armour doesn't help much there, assuming the enemy is wearing it--and what enemies besides 'bosses' wear greater than Studded Leather against starting chars?</p><p></p><p>2) The DR is too high for the price. Suddenly, Wizards and Sorcerors are more laughable than they already are at low levels. Fighter PCs will no longer need to fear the spellcaster in the back casting MM behind a shield of minions; each missile will will now do 1d4-3 points of damage. Against a 1st level fighter! Flaming Sphere? 2d6-4. At *3rd* level, with Fireball, the spells finally start to even out. Of course, by then the fighter's 5th level, has incredible HPs, and can handle a few fireballs. And what about Finesse Fighters? Suddenly they're useless too. You've just eliminated the playability of an Evoker, a Finesse-based fighter, most Monks, and the combat ability of most Clerics and Druids in one fell swoop--as well as boosted *hugely* the power of Fighters, Paladins, Clerics, and (to a lesser extent) Barbarians as well. Very very unbalanced in my opinion.</p><p></p><p>3) The AC is too low, and the Max Dex Bonus too high. Excepting only Plate, all players will want a Dex of 18, since right up to Segmented Plate they get full benefits! Far, far from removing players wanting to max their Dex, you've just supported it, making an already-powerful stat much much more useful. Segmented Plate, the second-highest armour available, provides an AC of only +3, and a Max Dex Bonus of +4?!? Who isn't going to try for the highest Dex possible? Even Plate gives only +4 AC--and +2 Max Dex. And that can easily be increased by using 'special' materials. One of the (few) advantages of Heavy Armour was that you could skimp a bit on Dex and still have a respectable AC. That's out the window now.</p><p></p><p>I agree that the armour section needs to be adjusted. Broadly, I like the idea of DR for armour, and this is a good first try--but it needs some *serious* rethinking and rebalancing before I would consider trying it in my campaigns...</p></blockquote><p></p>
[QUOTE="IndyPendant, post: 936057, member: 8738"] Hmm...I've given it some thought, and I have to say I don't like it as is. Here's why (and sorry if I give offense as I tear apart the idea...) : 1) The cost is too low. I understand what you're saying about monsters still being able to damage the Fighter sometimes--but not enough. What CR 1 or 2 creatures have 2d6 or comparable damage in a single attack, without including Sneak Attacks or Crits? Yet the Fighter can have DR 4 at the start; you'd find yourself tossing in enemies that can bring the Wizard or Rogue down to -10 easily with one strike, just to hurt the Fighter. Sure, given 10 or more hits (note: hits, *not* attacks), the enemy would finally take out the Fighter--but meanwhile, any Fighter worthy of the name (and large size) is dealing out at least 1d8+3 points of damage every time *he* hits! Even armour doesn't help much there, assuming the enemy is wearing it--and what enemies besides 'bosses' wear greater than Studded Leather against starting chars? 2) The DR is too high for the price. Suddenly, Wizards and Sorcerors are more laughable than they already are at low levels. Fighter PCs will no longer need to fear the spellcaster in the back casting MM behind a shield of minions; each missile will will now do 1d4-3 points of damage. Against a 1st level fighter! Flaming Sphere? 2d6-4. At *3rd* level, with Fireball, the spells finally start to even out. Of course, by then the fighter's 5th level, has incredible HPs, and can handle a few fireballs. And what about Finesse Fighters? Suddenly they're useless too. You've just eliminated the playability of an Evoker, a Finesse-based fighter, most Monks, and the combat ability of most Clerics and Druids in one fell swoop--as well as boosted *hugely* the power of Fighters, Paladins, Clerics, and (to a lesser extent) Barbarians as well. Very very unbalanced in my opinion. 3) The AC is too low, and the Max Dex Bonus too high. Excepting only Plate, all players will want a Dex of 18, since right up to Segmented Plate they get full benefits! Far, far from removing players wanting to max their Dex, you've just supported it, making an already-powerful stat much much more useful. Segmented Plate, the second-highest armour available, provides an AC of only +3, and a Max Dex Bonus of +4?!? Who isn't going to try for the highest Dex possible? Even Plate gives only +4 AC--and +2 Max Dex. And that can easily be increased by using 'special' materials. One of the (few) advantages of Heavy Armour was that you could skimp a bit on Dex and still have a respectable AC. That's out the window now. I agree that the armour section needs to be adjusted. Broadly, I like the idea of DR for armour, and this is a good first try--but it needs some *serious* rethinking and rebalancing before I would consider trying it in my campaigns... [/QUOTE]
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