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Trading AC for DR in 5e
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<blockquote data-quote="77IM" data-source="post: 6594958" data-attributes="member: 12377"><p>I love the hit-point-pool idea. If each point of AC from armor is worth about a 10% decrease in expected damage, that's roughly the same as having 10% more hit points. If the "typical" PC has 6 HP per level, some creative rounding gets us:</p><p></p><p>Padded, Leather: bonus HP = 1/2 your level (minimum +1)</p><p>Studded Leather, Hide: 1x your level</p><p>Chain shirt: 1.5x your level</p><p>Scale, breastplate, ringmail: 2x your level</p><p>Half plate: 2.5x your level</p><p>Chain: 3x your level</p><p>Split: 3.5x your level</p><p>Plate: 4x your level</p><p></p><p>Defense DC:</p><p>Light armor = 10 + Dex</p><p>Medium armor = 10 + Dex (max +2)</p><p>Heavy armor = 10</p><p>Shield = +2</p><p></p><p>I like that this is quick to calculate and the calculation is done up-front on the character sheet instead of every single round, like DR or soak dice. It also makes spell attacks much nastier -- they hit more often and many have non-damaging effects that are really bad. (General consensus is that attack-roll spells tend to be weaker since saving-throw spells often do half damage even on a successful save.)</p><p></p><p>These bonus hit points would represent an increase in your maximum hit points. There would be no special rules around them, you just have more hit points when wearing armor. If you remove the armor (or it gets destroyed) your relative number of hit points remain the same. Like if you are at half your hit points and remove your armor, you go down to half your new hit point total; if you then put on some better armor, your current hit points go up to half your new higher hit point total. In practice, PCs RARELY switch around armor like this: most players decide what kind of armor they like and stick with it.</p></blockquote><p></p>
[QUOTE="77IM, post: 6594958, member: 12377"] I love the hit-point-pool idea. If each point of AC from armor is worth about a 10% decrease in expected damage, that's roughly the same as having 10% more hit points. If the "typical" PC has 6 HP per level, some creative rounding gets us: Padded, Leather: bonus HP = 1/2 your level (minimum +1) Studded Leather, Hide: 1x your level Chain shirt: 1.5x your level Scale, breastplate, ringmail: 2x your level Half plate: 2.5x your level Chain: 3x your level Split: 3.5x your level Plate: 4x your level Defense DC: Light armor = 10 + Dex Medium armor = 10 + Dex (max +2) Heavy armor = 10 Shield = +2 I like that this is quick to calculate and the calculation is done up-front on the character sheet instead of every single round, like DR or soak dice. It also makes spell attacks much nastier -- they hit more often and many have non-damaging effects that are really bad. (General consensus is that attack-roll spells tend to be weaker since saving-throw spells often do half damage even on a successful save.) These bonus hit points would represent an increase in your maximum hit points. There would be no special rules around them, you just have more hit points when wearing armor. If you remove the armor (or it gets destroyed) your relative number of hit points remain the same. Like if you are at half your hit points and remove your armor, you go down to half your new hit point total; if you then put on some better armor, your current hit points go up to half your new higher hit point total. In practice, PCs RARELY switch around armor like this: most players decide what kind of armor they like and stick with it. [/QUOTE]
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