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Trading AC for DR in 5e
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<blockquote data-quote="spinozajack" data-source="post: 6594394" data-attributes="member: 6794198"><p>Thanks!</p><p></p><p>I agree that rules should be kept simple in the basic game, but no matter what you do, you are going to add complexity by enabling DR; it goes with the territory.</p><p></p><p>My question is, is looking a value in your armor's DR chart quicker than calculating 25% or 75% of every single attack's damage? I believe it is. Much so. Also your system wouldn't scale smoothly with incoming damage compared to relative AC improvement. Cutting a number in half is reasonably fast for most people to do every incoming attack. But 25%? 75%? I don't think so. It's a division and rounding operation for the 50% case already, but the other one would have people busting out calculators so fast it would make your head spin. Until they stop using the system because fractions are unwiedly. Anyone can do lookups easily and quickly.</p><p></p><p>However, having said that, I realized some other things that must be kept into consideration. </p><p></p><p>1) Crits would have to bypass the table entirely, to match the base AC system. Good. Crits should do that, like an arrow piercing through the slits in a visor. Completely ignore armor.</p><p></p><p>2) A Barbarian's thirst-for-blood CON bonus to AC could also be a lookup in the table. So his new to hit value would be 10 + Dex, and his sturdy consitution would add incoming damage reduction (if the player wants). Since each point of AC improvement beyond the previous would already be balanced, you could even arbitrarily split up AC values into DR or non-DR buckets with a simple table that the community could vet for maths errors.</p><p></p><p>3) What's more D&D, than a lookup table? Lookup tables are very fast operations. You need only print out the column for your own armor type as well, so no need to scan in two dimensions for the value you want, you just read down. You could even make it into a wheel going from 1 to 20. I can see lots of fun potential in this.</p><p></p><p>4) The base AC could be kept at 10 + dex for light armor, 10 + dex (max 2) for medium, and 10 for heavy, or it could be 8 + dex, or 8 + proficiency bonus when you have heavy armor on and the Heavy Armor Master feat. You could re-estimate the relative % reduction values in the lookup table to account for any of these changes relative to the base system's expected incoming damage (averaged over many attacks).</p></blockquote><p></p>
[QUOTE="spinozajack, post: 6594394, member: 6794198"] Thanks! I agree that rules should be kept simple in the basic game, but no matter what you do, you are going to add complexity by enabling DR; it goes with the territory. My question is, is looking a value in your armor's DR chart quicker than calculating 25% or 75% of every single attack's damage? I believe it is. Much so. Also your system wouldn't scale smoothly with incoming damage compared to relative AC improvement. Cutting a number in half is reasonably fast for most people to do every incoming attack. But 25%? 75%? I don't think so. It's a division and rounding operation for the 50% case already, but the other one would have people busting out calculators so fast it would make your head spin. Until they stop using the system because fractions are unwiedly. Anyone can do lookups easily and quickly. However, having said that, I realized some other things that must be kept into consideration. 1) Crits would have to bypass the table entirely, to match the base AC system. Good. Crits should do that, like an arrow piercing through the slits in a visor. Completely ignore armor. 2) A Barbarian's thirst-for-blood CON bonus to AC could also be a lookup in the table. So his new to hit value would be 10 + Dex, and his sturdy consitution would add incoming damage reduction (if the player wants). Since each point of AC improvement beyond the previous would already be balanced, you could even arbitrarily split up AC values into DR or non-DR buckets with a simple table that the community could vet for maths errors. 3) What's more D&D, than a lookup table? Lookup tables are very fast operations. You need only print out the column for your own armor type as well, so no need to scan in two dimensions for the value you want, you just read down. You could even make it into a wheel going from 1 to 20. I can see lots of fun potential in this. 4) The base AC could be kept at 10 + dex for light armor, 10 + dex (max 2) for medium, and 10 for heavy, or it could be 8 + dex, or 8 + proficiency bonus when you have heavy armor on and the Heavy Armor Master feat. You could re-estimate the relative % reduction values in the lookup table to account for any of these changes relative to the base system's expected incoming damage (averaged over many attacks). [/QUOTE]
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