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Trading AC for DR in 5e
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<blockquote data-quote="Dausuul" data-source="post: 6588633" data-attributes="member: 58197"><p>Okay, after revising my calculations a bit...</p><p></p><p>Based on what I consider reasonable assumptions (enemy has +8 to hit for 1d8+5, defender has base AC of 11 thanks to Dexterity or other factors), I get roughly 0.6 DR per point of AC. I would calculate the benefits of armor based on that, and then adjust to the nearest half-point.</p><p></p><p><strong>Padded or leather armor (+1 AC):</strong> Round damage down to even numbers. (If you get hit for 9 points of damage, you take 8. If you get hit for 8 points of damage, you still take 8.)</p><p><strong>Studded leather or hide armor (+2 AC): </strong>DR 1.</p><p><strong>Chain shirt (+3 AC):</strong> DR 2.</p><p><strong>Scale mail, breastplate, ring mail (+4 AC): </strong>DR 2, and round damage down to even numbers.</p><p><strong>Half plate (+5 AC): </strong>DR 3.</p><p><strong>Chain mail (+6 AC): </strong>DR 3, and round damage down to even numbers.</p><p><strong>Splint armor (+7 AC):</strong> DR 4.</p><p><strong>Plate armor (+8 AC): </strong>DR 5.</p><p></p><p>Note that this will make the character essentially invulnerable to weak enemies like goblins, but vulnerable to hard-hitting foes like giants. You may wish to adjust the baseline if one type of enemy is more common.</p><p></p><p>I would also remove the DR 3 from the Heavy Armor Master feat, and replace it with +5 AC (against nonmagical slashing, bludgeoning, and piercing attacks only); your skill allows you to use your armor to deflect attacks. Thus, a character in plate armor using these rules would have AC 15 and DR 5, instead of AC 18 and DR 3.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6588633, member: 58197"] Okay, after revising my calculations a bit... Based on what I consider reasonable assumptions (enemy has +8 to hit for 1d8+5, defender has base AC of 11 thanks to Dexterity or other factors), I get roughly 0.6 DR per point of AC. I would calculate the benefits of armor based on that, and then adjust to the nearest half-point. [B]Padded or leather armor (+1 AC):[/B] Round damage down to even numbers. (If you get hit for 9 points of damage, you take 8. If you get hit for 8 points of damage, you still take 8.) [B]Studded leather or hide armor (+2 AC): [/B]DR 1. [B]Chain shirt (+3 AC):[/B] DR 2. [B]Scale mail, breastplate, ring mail (+4 AC): [/B]DR 2, and round damage down to even numbers. [B]Half plate (+5 AC): [/B]DR 3. [B]Chain mail (+6 AC): [/B]DR 3, and round damage down to even numbers. [B]Splint armor (+7 AC):[/B] DR 4. [B]Plate armor (+8 AC): [/B]DR 5. Note that this will make the character essentially invulnerable to weak enemies like goblins, but vulnerable to hard-hitting foes like giants. You may wish to adjust the baseline if one type of enemy is more common. I would also remove the DR 3 from the Heavy Armor Master feat, and replace it with +5 AC (against nonmagical slashing, bludgeoning, and piercing attacks only); your skill allows you to use your armor to deflect attacks. Thus, a character in plate armor using these rules would have AC 15 and DR 5, instead of AC 18 and DR 3. [/QUOTE]
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