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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
UA Variant Rules - Defense Bonus
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="Terraism" data-source="post: 1530503" data-attributes="member: 278"><p>Ooh! A thread I can chime in on, 'cause I've got experience working with this!</p><p> </p><p> I work something similar to the Wheel of Time rules, with some slight modifications. I use only three Defense progressions, mainly because I like to keep the Defense divisions similar to the other progressions (I have a moderate save progression, too.) Plus, the fourth one is just kinda wonky. Anyway, they start at +2, +3, and +4, and end at +8, +11, and +14, respectively.</p><p> </p><p> AC - as written - is replaced by Defense. A character's Defense is equal to:</p><p style="margin-left: 20px"><span style="color: LemonChiffon"><span style="color: SandyBrown">10 + Base Defense Score + Dexterity Mod + Shield + Size Mod + Misc.</span></span></p> <p style="margin-left: 20px"><span style="color: LemonChiffon"> </span></p><p>Class bonuses for Defense stack, but, like in the Wheel of Time book, you incur a -2 penalty to Defense every time you multiclass. Since the lowest initial bonus is -2, you'll never "lose" Defense from this. (I'm thinking of changing it to a fractional amount (so that someone with eight levels in good Defense classes will act as an 8th level good Defense, not, say, a 3/3/2 character, who would have a net +11 Defense, +5/+5/+5/-2/-2. If I did that, though, I'd do the same to BAB and saves, and I'm too lazy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</p><p> </p><p> Armor provides DR equal to it's original AC bonus. Yes, that can be a lot. However, the tradeoff is that someone with a lot of armor is far easier to hit - when wearing armor, your Defense is capped. Instead of getting the above as your Defense, you may only add up to of core armor's Max Dex Bonus to your Defense, though only from the categories "Base" and "Dexterity Mod." This is kinda hard to explain, so I'll use an example.</p><p> </p><p style="margin-left: 20px"><span style="color: SandyBrown">A 9th level rogue (with a good Defense progression) has a +8 Defense, and a 19 Dexterity (+4 mod.) He happens to be a halfling, and thus, has a +1 size modifier to Defense. He also took Improved Dodge (house-ruled feat) to add a permanent +1 to his Defense (misc. modifier.) He wears no armor, and thus has a Defense of 24 (10 + 8 + 4 + 1 + 1). Because he wears no armor, he has no DR. He's fairly difficult to hit, but when he *does* get hit...</span></p> <p style="margin-left: 20px"><span style="color: SandyBrown"> </span></p> <p style="margin-left: 20px"><span style="color: SandyBrown">On the other hand, we have a 9th level fighter (with a moderate Defense progression.) She's human, and has a 12 Dexterity (+1 mod.) Her class bonus is +6. She's using a large shield (+2 Defense), and wearing breastplate, which provides DR of 5/physical, and has a Max Dex of 3. Her defense bonus would be 19 (10 + 6 + 1 + 2) without the armor, but because of it, it is 15 (10 + 2 + 1 +2). (For ease of notation, we've agreed that the cap - Max Dex caps Defense and Dex Mod, which in this case would normally equal +7, to +3 - is always removed first from the Base Defense value.) Thus, she is is about 45% easier to hit than the above rogue, but takes a good deal less damage.</span></p> <p style="margin-left: 20px"><span style="color: SandyBrown"> </span></p><p>We're finding it works quite well for us. It does put more emphasis on Dexterity, since we've also made all attack rolls modified by Dex, as opposed to Str for melee, but no one overly minds that. Strength is still quite important, since most things have DR that needs to be punched through. Any effects that add damage (sneak attacks, elemental enchantments) are applied before the DR, and things that depend on a successful hit (such as poison) are negated if no damage gets through the DR. I'm pretty sure that's core rules anyway, but I thought I'd note it.</p><p> </p><p> Overall, this system has a number of ripple effects. Combat, in general, lasts a little bit longer, as more things have DR. (Natural armor, for the record, counts as DR as well, not Defense. Deflection is Defense, as is Dodge and... well most things are pretty intuitive.) We don't mind that overmuch, as it's allowing for more lightly-armored fighters who aren't rogues with sneak attack. They generally hit more, and are harder to hit, but take and deal slightly less damage. Our group is balanced with both light-armored and heavy-hitters, and neither side is complaining, which I think is a good sign. Magic ignores DR, since by the core rules, armor would've been AC, and most spells that require a hit roll at all are touch attacks, which ignore that. We find that the group does a bit more grappling and the like than they used to - which, again, people don't mind, because they're using more tactics than before. I had them surround a heavily-armored fellow in my game recently, all grapple him, and then "peel" his armor off (ad-libbed rules for that,) before having a go at him, since they were having a hard time breaking through his armor otherwise. It was a neat feel.</p></blockquote><p></p>
[QUOTE="Terraism, post: 1530503, member: 278"] Ooh! A thread I can chime in on, 'cause I've got experience working with this! I work something similar to the Wheel of Time rules, with some slight modifications. I use only three Defense progressions, mainly because I like to keep the Defense divisions similar to the other progressions (I have a moderate save progression, too.) Plus, the fourth one is just kinda wonky. Anyway, they start at +2, +3, and +4, and end at +8, +11, and +14, respectively. AC - as written - is replaced by Defense. A character's Defense is equal to: [indent][color=LemonChiffon][color=SandyBrown]10 + Base Defense Score + Dexterity Mod + Shield + Size Mod + Misc.[/color] [/color][/indent] Class bonuses for Defense stack, but, like in the Wheel of Time book, you incur a -2 penalty to Defense every time you multiclass. Since the lowest initial bonus is -2, you'll never "lose" Defense from this. (I'm thinking of changing it to a fractional amount (so that someone with eight levels in good Defense classes will act as an 8th level good Defense, not, say, a 3/3/2 character, who would have a net +11 Defense, +5/+5/+5/-2/-2. If I did that, though, I'd do the same to BAB and saves, and I'm too lazy. :D) Armor provides DR equal to it's original AC bonus. Yes, that can be a lot. However, the tradeoff is that someone with a lot of armor is far easier to hit - when wearing armor, your Defense is capped. Instead of getting the above as your Defense, you may only add up to of core armor's Max Dex Bonus to your Defense, though only from the categories "Base" and "Dexterity Mod." This is kinda hard to explain, so I'll use an example. [indent][color=SandyBrown]A 9th level rogue (with a good Defense progression) has a +8 Defense, and a 19 Dexterity (+4 mod.) He happens to be a halfling, and thus, has a +1 size modifier to Defense. He also took Improved Dodge (house-ruled feat) to add a permanent +1 to his Defense (misc. modifier.) He wears no armor, and thus has a Defense of 24 (10 + 8 + 4 + 1 + 1). Because he wears no armor, he has no DR. He's fairly difficult to hit, but when he *does* get hit... On the other hand, we have a 9th level fighter (with a moderate Defense progression.) She's human, and has a 12 Dexterity (+1 mod.) Her class bonus is +6. She's using a large shield (+2 Defense), and wearing breastplate, which provides DR of 5/physical, and has a Max Dex of 3. Her defense bonus would be 19 (10 + 6 + 1 + 2) without the armor, but because of it, it is 15 (10 + 2 + 1 +2). (For ease of notation, we've agreed that the cap - Max Dex caps Defense and Dex Mod, which in this case would normally equal +7, to +3 - is always removed first from the Base Defense value.) Thus, she is is about 45% easier to hit than the above rogue, but takes a good deal less damage. [/color][/indent] We're finding it works quite well for us. It does put more emphasis on Dexterity, since we've also made all attack rolls modified by Dex, as opposed to Str for melee, but no one overly minds that. Strength is still quite important, since most things have DR that needs to be punched through. Any effects that add damage (sneak attacks, elemental enchantments) are applied before the DR, and things that depend on a successful hit (such as poison) are negated if no damage gets through the DR. I'm pretty sure that's core rules anyway, but I thought I'd note it. Overall, this system has a number of ripple effects. Combat, in general, lasts a little bit longer, as more things have DR. (Natural armor, for the record, counts as DR as well, not Defense. Deflection is Defense, as is Dodge and... well most things are pretty intuitive.) We don't mind that overmuch, as it's allowing for more lightly-armored fighters who aren't rogues with sneak attack. They generally hit more, and are harder to hit, but take and deal slightly less damage. Our group is balanced with both light-armored and heavy-hitters, and neither side is complaining, which I think is a good sign. Magic ignores DR, since by the core rules, armor would've been AC, and most spells that require a hit roll at all are touch attacks, which ignore that. We find that the group does a bit more grappling and the like than they used to - which, again, people don't mind, because they're using more tactics than before. I had them surround a heavily-armored fellow in my game recently, all grapple him, and then "peel" his armor off (ad-libbed rules for that,) before having a go at him, since they were having a hard time breaking through his armor otherwise. It was a neat feel. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
UA Variant Rules - Defense Bonus
Top