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General Tabletop Discussion
*Pathfinder & Starfinder
[UA] Defense Bonus, Damage Reduction, & Damage Conversion
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<blockquote data-quote="JoAT" data-source="post: 1472353" data-attributes="member: 16942"><p>First off, as a general rule (I'm not sure if you're aware of this, but), bonuses from enhancement like sources don;t convert into DR - they just stay the same as always - the bracers just give you and AC bonus, nothing else. Which makes the armor look alot more attractive, even if it does have a lower AC bonus.</p><p></p><p>Second, I'm using all three together in my current game. I'm doing things slightly diffrently that you are - I've got my own defence bonus table, and I;ve out things together slightly diffrently... Let's see here... *Goes digging for the houserules document* If you're interested, my rules work out thusly:</p><p>[code]</p><p>Good Medium Poor</p><p>+1 +1 +0</p><p>+2 +2 +1</p><p>+2 +2 +1</p><p>+3 +3 +1</p><p>+3 +3 +2</p><p>+4 +3 +2</p><p>+4 +4 +2</p><p>+5 +4 +3</p><p>+5 +5 +3</p><p>+6 +5 +3</p><p>+6 +5 +4</p><p>+7 +6 +4</p><p>+7 +6 +4</p><p>+8 +6 +5</p><p>+8 +7 +5</p><p>+9 +7 +5</p><p>+9 +8 +6</p><p>+10 +8 +6</p><p>+10 +8 +6</p><p>+11 +9 +7</p><p>[/code]</p><p>Good progression goes to classes with both a good reflex save and either an evasion or Uncanny dodge type ability. Classes with Good progression: Monk, Ranger, Rogue, Swashbuckler.</p><p></p><p>Medium progression to classes with either a good reflex save or an evasion or uncanny dodge type ability. Classes with Medium progression: Barbarian, Bard. I'm thinking that I should put Hexblade in this group - it just seems to fit the flavor.</p><p></p><p>Poor progression goes to classes with neither. Classes with Poor progression: Cleric, Cloistered Cleric Druid, Fighter, Paladin, Sorcerer, Wizard.</p><p></p><p>Armor as Damage Reduction</p><p>Armor Damage Conversion (Note: This does stack with Armor as damage reduction. However, it uses the new AC bonus, effectively halving the conversion number - also, see notes below on how all of these defense variants interact)</p><p></p><p>Besides the DR/ Damage conversion rules, armor undergoes a secondary change, albeit smaller than the other two. The maximum Dexterity bonus is changed to read maximum defense bonus. Defense bonus is defined as class defense bonus + Dexterity modifier.</p><p></p><p>This has prompted some additional class changes, to help make armor desireable:</p><p></p><p>Additional Class abilities:</p><p></p><p>Armor compatibility(EX): This ability allows a character to utilize any armor worn to it's best effect, overcoming the defense bonus limit of most suits. Characters with this ability may add their Armor Compatibility number to the maximum defense bonus of any armor worn, for purposes of determining how much of their defense modifier applies.</p><p></p><p>With this ability, the fighter's progression chart looks like this:</p><p>[code]</p><p>Table: The Fighter</p><p>Level BAB Fort Ref Will Special Defense</p><p>1st +1 +2 +0 +0 Bonus feat, Reserve +0</p><p>2nd +2 +3 +0 +0 Bonus feat +1</p><p>3rd +3 +3 +1 +1 Armor Compatibility +1 +1</p><p>4th +4 +4 +1 +1 Bonus feat +1</p><p>5th +5 +4 +1 +1 +2</p><p>6th +6 +5 +2 +2 Bonus feat +2</p><p>7th +7 +5 +2 +2 Armor Compatibility +2 +2</p><p>8th +8 +6 +2 +2 Bonus feat +3</p><p>9th +9 +6 +3 +3 +3</p><p>10th +10 +7 +3 +3 Bonus feat +3</p><p>11th +11 +7 +3 +3 Armor Compatibility +3 +4</p><p>12th +12 +8 +4 +4 Bonus feat +4</p><p>13th +13 +8 +4 +4 +4</p><p>14th +14 +9 +4 +4 Bonus feat +5</p><p>15th +15 +9 +5 +5 Armor Compatibility +4 +5</p><p>16th +16 +10 +5 +5 Bonus feat +5</p><p>17th +17 +10 +5 +5 +6</p><p>18th +18 +11 +6 +6 Bonus feat +6</p><p>19th +19 +11 +6 +6 Armor Compatibility +5 +6</p><p>20th +20 +12 +6 +6 Bonus feat +7</p><p>[/code]</p><p>Armor compatibility is also added to the Paladin, starting at level 5, and going up another +1 at levels 10, 15 and 20.</p><p></p><p>Hexblades gain Armor Compatibility at the same rate as a Paladin.</p></blockquote><p></p>
[QUOTE="JoAT, post: 1472353, member: 16942"] First off, as a general rule (I'm not sure if you're aware of this, but), bonuses from enhancement like sources don;t convert into DR - they just stay the same as always - the bracers just give you and AC bonus, nothing else. Which makes the armor look alot more attractive, even if it does have a lower AC bonus. Second, I'm using all three together in my current game. I'm doing things slightly diffrently that you are - I've got my own defence bonus table, and I;ve out things together slightly diffrently... Let's see here... *Goes digging for the houserules document* If you're interested, my rules work out thusly: [code] Good Medium Poor +1 +1 +0 +2 +2 +1 +2 +2 +1 +3 +3 +1 +3 +3 +2 +4 +3 +2 +4 +4 +2 +5 +4 +3 +5 +5 +3 +6 +5 +3 +6 +5 +4 +7 +6 +4 +7 +6 +4 +8 +6 +5 +8 +7 +5 +9 +7 +5 +9 +8 +6 +10 +8 +6 +10 +8 +6 +11 +9 +7 [/code] Good progression goes to classes with both a good reflex save and either an evasion or Uncanny dodge type ability. Classes with Good progression: Monk, Ranger, Rogue, Swashbuckler. Medium progression to classes with either a good reflex save or an evasion or uncanny dodge type ability. Classes with Medium progression: Barbarian, Bard. I'm thinking that I should put Hexblade in this group - it just seems to fit the flavor. Poor progression goes to classes with neither. Classes with Poor progression: Cleric, Cloistered Cleric Druid, Fighter, Paladin, Sorcerer, Wizard. Armor as Damage Reduction Armor Damage Conversion (Note: This does stack with Armor as damage reduction. However, it uses the new AC bonus, effectively halving the conversion number - also, see notes below on how all of these defense variants interact) Besides the DR/ Damage conversion rules, armor undergoes a secondary change, albeit smaller than the other two. The maximum Dexterity bonus is changed to read maximum defense bonus. Defense bonus is defined as class defense bonus + Dexterity modifier. This has prompted some additional class changes, to help make armor desireable: Additional Class abilities: Armor compatibility(EX): This ability allows a character to utilize any armor worn to it's best effect, overcoming the defense bonus limit of most suits. Characters with this ability may add their Armor Compatibility number to the maximum defense bonus of any armor worn, for purposes of determining how much of their defense modifier applies. With this ability, the fighter's progression chart looks like this: [code] Table: The Fighter Level BAB Fort Ref Will Special Defense 1st +1 +2 +0 +0 Bonus feat, Reserve +0 2nd +2 +3 +0 +0 Bonus feat +1 3rd +3 +3 +1 +1 Armor Compatibility +1 +1 4th +4 +4 +1 +1 Bonus feat +1 5th +5 +4 +1 +1 +2 6th +6 +5 +2 +2 Bonus feat +2 7th +7 +5 +2 +2 Armor Compatibility +2 +2 8th +8 +6 +2 +2 Bonus feat +3 9th +9 +6 +3 +3 +3 10th +10 +7 +3 +3 Bonus feat +3 11th +11 +7 +3 +3 Armor Compatibility +3 +4 12th +12 +8 +4 +4 Bonus feat +4 13th +13 +8 +4 +4 +4 14th +14 +9 +4 +4 Bonus feat +5 15th +15 +9 +5 +5 Armor Compatibility +4 +5 16th +16 +10 +5 +5 Bonus feat +5 17th +17 +10 +5 +5 +6 18th +18 +11 +6 +6 Bonus feat +6 19th +19 +11 +6 +6 Armor Compatibility +5 +6 20th +20 +12 +6 +6 Bonus feat +7 [/code] Armor compatibility is also added to the Paladin, starting at level 5, and going up another +1 at levels 10, 15 and 20. Hexblades gain Armor Compatibility at the same rate as a Paladin. [/QUOTE]
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[UA] Defense Bonus, Damage Reduction, & Damage Conversion
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