I wholeheartedly concur with Mouseferatu. It is important to insure that the tanks still have the best AC, otherwise classbalance falters.
Characters with with good reflex and build-in "nimbleness" usually have high dex scores anyway, which models their defensive moves nicely, and they can even stack the defense bonus with it. So for them its all gravy and they will benefit the most.
In my low-magic game i think im going to combine several of systems in UA with a small change. Im going to use wound/vitality points, class defense and armor as dr. The change being that armor (but not shields) will reduce class defense by its armor check penalty.
That will keep the AC at about the level they are now for tanks, but give them respectable dr. Their less amored companions will increase in AC, but thats really a neccecary change when you reach middle levels, fight giants and has no magic to improve AC.
Characters with with good reflex and build-in "nimbleness" usually have high dex scores anyway, which models their defensive moves nicely, and they can even stack the defense bonus with it. So for them its all gravy and they will benefit the most.
In my low-magic game i think im going to combine several of systems in UA with a small change. Im going to use wound/vitality points, class defense and armor as dr. The change being that armor (but not shields) will reduce class defense by its armor check penalty.
That will keep the AC at about the level they are now for tanks, but give them respectable dr. Their less amored companions will increase in AC, but thats really a neccecary change when you reach middle levels, fight giants and has no magic to improve AC.
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