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Trading AC for DR in 5e
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<blockquote data-quote="kerbarian" data-source="post: 6588795" data-attributes="member: 40393"><p>HP per round is definitely strongest when you're fighting a single opponent. The main reason (for me) to have it per round rather than per combat (or per short/long rest) is to make it still feel like armor. Why would my armor completely stop working part way through a long fight? I can rationalize it at least somewhat per round such that if I get ganged up on and my armor isn't helping against the later attacks in the same round, it's because they were able to attack from multiple sides and eventually get at the openings in my armor.</p><p></p><p>For 1st level, I'll try a couple examples for chain + shield. First, a single orc attacker. Using normal rules, the orc will hit 40% of the time (+5 vs. AC 18) for 9.5 average damage (1d12 + 3), or 3.8 damage per attack. With armor HP, the orc will hit 80% of the time (+5 vs. AC 10) for 9.5 - 5 = 4.5 average damage, or 3.6 damage per attack.</p><p></p><p>Next, two goblins attacking. With normal rules, each hits 35% of the time (+4 vs. AC 18) for 5.5 average damage (1d6 + 2), or 1.925 damage per attack and 3.85 damage per round with two of them attacking. With armor HP they hit 75% of the time (+4 vs. AC 10), so the total incoming damage averages 8.25, or 3.25 damage after armor HP absorbs 5 HP of it.</p><p></p><p>Those happen to be examples where things work out about the same, but it definitely changes the nature of combat -- focus fire becomes even more effective than it already is, and attack bonuses matter much less.</p></blockquote><p></p>
[QUOTE="kerbarian, post: 6588795, member: 40393"] HP per round is definitely strongest when you're fighting a single opponent. The main reason (for me) to have it per round rather than per combat (or per short/long rest) is to make it still feel like armor. Why would my armor completely stop working part way through a long fight? I can rationalize it at least somewhat per round such that if I get ganged up on and my armor isn't helping against the later attacks in the same round, it's because they were able to attack from multiple sides and eventually get at the openings in my armor. For 1st level, I'll try a couple examples for chain + shield. First, a single orc attacker. Using normal rules, the orc will hit 40% of the time (+5 vs. AC 18) for 9.5 average damage (1d12 + 3), or 3.8 damage per attack. With armor HP, the orc will hit 80% of the time (+5 vs. AC 10) for 9.5 - 5 = 4.5 average damage, or 3.6 damage per attack. Next, two goblins attacking. With normal rules, each hits 35% of the time (+4 vs. AC 18) for 5.5 average damage (1d6 + 2), or 1.925 damage per attack and 3.85 damage per round with two of them attacking. With armor HP they hit 75% of the time (+4 vs. AC 10), so the total incoming damage averages 8.25, or 3.25 damage after armor HP absorbs 5 HP of it. Those happen to be examples where things work out about the same, but it definitely changes the nature of combat -- focus fire becomes even more effective than it already is, and attack bonuses matter much less. [/QUOTE]
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