Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Trading AC for DR in 5e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="spinozajack" data-source="post: 6594313" data-attributes="member: 6794198"><p>Hi guys, I was curious about making a balanced DR system for my home game, so google brought me here. Hi!</p><p></p><p>After reading the comments I agree that a % based approach is the only solution that can be balanced with the base game, especially when some players are using it and others aren't. Even if you run this system for the whole table, it should still be as balanced as possible to the base game so that the monsters do not become under or over powered. And you can still run published adventures without conversion.</p><p></p><p>What I think is the best solution is to use instead of 1 point of AC above 10, as some specific value in DR, that you scale the damage proportionally as others have mentioned. Of course this is slow and unworkable to do it for every attack, so the best way to avoid that is just to pre-calculate a lookup table for incoming damage to outgoing damage for each armor type. </p><p></p><p>That would be very fast in play and perfectly balanced versus traditional AC, except for status effects on hits that others have mentioned. The additional flat DR from Heavy Armor Master could be simply added to the table so even the subtraction step could be removed.</p><p></p><p>You can even make it more realistic with such a table, like for example heavy armor gives -2 to base AC, but you boost the DR value curve up a bit to make the net expected damage taken on incoming attacks to work out to the same thing as they do not. That makes status effects like wolf grapple checks happen even more often against plate wearers, but that's actually cool and realistic too. That's a penalty though, but a good one. People wearing heavier armor should move more slowly and be easier to hit. But take much less damage when they are hit. </p><p></p><p>I hope if there's an Unearthed Arcana article on the subject of DR it uses a % based table lookup, which is accurate, balanced, and a drop-in replacement for the existing AC system which requires no work except looking at a table for the player (or DM) who wants to use it on a given creature. Rounding damage should be rounded to the nearest integer, not rounded down. If you get hit but take 0 damage, you treat it as a hit for things like grapple checks but not things like poison saves.</p></blockquote><p></p>
[QUOTE="spinozajack, post: 6594313, member: 6794198"] Hi guys, I was curious about making a balanced DR system for my home game, so google brought me here. Hi! After reading the comments I agree that a % based approach is the only solution that can be balanced with the base game, especially when some players are using it and others aren't. Even if you run this system for the whole table, it should still be as balanced as possible to the base game so that the monsters do not become under or over powered. And you can still run published adventures without conversion. What I think is the best solution is to use instead of 1 point of AC above 10, as some specific value in DR, that you scale the damage proportionally as others have mentioned. Of course this is slow and unworkable to do it for every attack, so the best way to avoid that is just to pre-calculate a lookup table for incoming damage to outgoing damage for each armor type. That would be very fast in play and perfectly balanced versus traditional AC, except for status effects on hits that others have mentioned. The additional flat DR from Heavy Armor Master could be simply added to the table so even the subtraction step could be removed. You can even make it more realistic with such a table, like for example heavy armor gives -2 to base AC, but you boost the DR value curve up a bit to make the net expected damage taken on incoming attacks to work out to the same thing as they do not. That makes status effects like wolf grapple checks happen even more often against plate wearers, but that's actually cool and realistic too. That's a penalty though, but a good one. People wearing heavier armor should move more slowly and be easier to hit. But take much less damage when they are hit. I hope if there's an Unearthed Arcana article on the subject of DR it uses a % based table lookup, which is accurate, balanced, and a drop-in replacement for the existing AC system which requires no work except looking at a table for the player (or DM) who wants to use it on a given creature. Rounding damage should be rounded to the nearest integer, not rounded down. If you get hit but take 0 damage, you treat it as a hit for things like grapple checks but not things like poison saves. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Trading AC for DR in 5e
Top