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General Tabletop Discussion
D&D Older Editions
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="MoutonRustique" data-source="post: 6744032" data-attributes="member: 22362"><p><strong>TO DR OR NOT TO DR - AS AC</strong>*</p><p>[sblock]</p><p>The quasi-infinitely-looping question of AC as Damage Reduction, my potential take on it :</p><p><strong>Precepts</strong>:</p><p> - use fixed damage on the DM side of things</p><p> - keep variable damage on the PC side of things</p><p> - use fixed damage reduction values on the DM side of things</p><p> - use variable damage reduction on the PC side of things</p><p> - default damage reduction (armour, level) is "resist all" </p><p><strong>Implementation</strong> :</p><p> - level = one die of damage reduction</p><p> - armour = one die of damage reduction (based on type of armour)</p><p> - armouring "effects" = "perhaps" one die of damage reduction (may also be subsumed into the "class" portion)</p><p> - resist X values converted to die value (1d8, 2d6, etc.)</p><p> - use average + level for monster dmg (8+2xlevel? ... ask "Yak of GitPG" for what that should be - he's <em>impressive</em> at "math cruching"!)</p><p> - use "what feels right" for monsters (might have to adjust hp...)</p><p></p><p><strong>Consequences</strong> :</p><p> - might take a <em>bit</em> longer to calculate final damage</p><p> - brings in "armour as DR" w/o overhauling the whole thing</p><p> - we get an additional "lever" to play with (magic items, effects, itemization, etc)</p><p> - might "require" a table of reference for die values (if modifications in-game became a thing - note to self : it will.)</p><p> - adds in a layer that is fairly superfluous (the proof being: it's not in there and the game works fine)</p><p> - multiple attacks are reduced in relative potency a bit (but I'm not seeing this as a bad thing in 4e...)</p><p></p><p><strong>Justifications/concessions</strong> :</p><p> - I like it!</p><p> - It's not that hard to use</p><p> - It can give the <em>illusion</em> of player agency during the enemies' turn</p><p> - It does require a bit of fiddling with monster hp (unless...?*)</p><p><em>*increase PC damage by +level?</em></p><p> - I'm not a fan of the "multiple attacks = king of dmg" thing going on right now, something that hits multiple attacks harder than single attacks feels like a good thing to me.</p><p> - I <em>really</em> want dragons (and galeb dhurs) with very high resist values that "require" special items or preparations to be able to pierce (I know I can do this <em>now</em>... I know... but this way, it's "baked in" and well... ... ...yup, that's the whole of my argument.)</p><p></p><p><strong>Options</strong> :</p><p> - remove AC as a defense**</p><p> - replace "target other defense than AC" as "ignore DR for this attack" in pertinent powers</p><p> - attacks target Fort or Ref (defender's choice)***</p><p></p><p>***this would mesh very well with my goal of having more attacks simultaneously target many defenses : hit AC to deal dmg, hit Fort to push, hit Will to daze, hit Ref to ... </p><p></p><p>**We'd use Ref for most "touching", Fort for "power through", Will for... well, Will is pretty obvious...</p><p>[/sblock]</p><p></p><p></p><p>That's my "blargh" for today.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6744032, member: 22362"] [B]TO DR OR NOT TO DR - AS AC[/B]* [sblock] The quasi-infinitely-looping question of AC as Damage Reduction, my potential take on it : [B]Precepts[/B]: - use fixed damage on the DM side of things - keep variable damage on the PC side of things - use fixed damage reduction values on the DM side of things - use variable damage reduction on the PC side of things - default damage reduction (armour, level) is "resist all" [B]Implementation[/B] : - level = one die of damage reduction - armour = one die of damage reduction (based on type of armour) - armouring "effects" = "perhaps" one die of damage reduction (may also be subsumed into the "class" portion) - resist X values converted to die value (1d8, 2d6, etc.) - use average + level for monster dmg (8+2xlevel? ... ask "Yak of GitPG" for what that should be - he's [I]impressive[/I] at "math cruching"!) - use "what feels right" for monsters (might have to adjust hp...) [B]Consequences[/B] : - might take a [I]bit[/I] longer to calculate final damage - brings in "armour as DR" w/o overhauling the whole thing - we get an additional "lever" to play with (magic items, effects, itemization, etc) - might "require" a table of reference for die values (if modifications in-game became a thing - note to self : it will.) - adds in a layer that is fairly superfluous (the proof being: it's not in there and the game works fine) - multiple attacks are reduced in relative potency a bit (but I'm not seeing this as a bad thing in 4e...) [B]Justifications/concessions[/B] : - I like it! - It's not that hard to use - It can give the [I]illusion[/I] of player agency during the enemies' turn - It does require a bit of fiddling with monster hp (unless...?*) [I]*increase PC damage by +level?[/I] - I'm not a fan of the "multiple attacks = king of dmg" thing going on right now, something that hits multiple attacks harder than single attacks feels like a good thing to me. - I [I]really[/I] want dragons (and galeb dhurs) with very high resist values that "require" special items or preparations to be able to pierce (I know I can do this [I]now[/I]... I know... but this way, it's "baked in" and well... ... ...yup, that's the whole of my argument.) [B]Options[/B] : - remove AC as a defense** - replace "target other defense than AC" as "ignore DR for this attack" in pertinent powers - attacks target Fort or Ref (defender's choice)*** ***this would mesh very well with my goal of having more attacks simultaneously target many defenses : hit AC to deal dmg, hit Fort to push, hit Will to daze, hit Ref to ... **We'd use Ref for most "touching", Fort for "power through", Will for... well, Will is pretty obvious... [/sblock] That's my "blargh" for today. [/QUOTE]
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