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Ulimate Monk Armor....?
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<blockquote data-quote="Kirin'Tor" data-source="post: 1733489" data-attributes="member: 17624"><p>Most of the debate here seems to center around the concept of wether or not the 'similar powers' discount should be given. My opinion is <strong>no</strong>, and I have some reasoning to back it up:</p><p></p><p>Techniocally, all of those are bonuses to AC, but they are aren't all the same, if you consider the actual _effects_ of each bonus, rather than just the numerical side of +<em>N</em> to AC:</p><p></p><p><strong>+4 Armor AC</strong>: An invisible field of armor (just as Mage Armor)</p><p><strong>+2 Natural Armor AC:</strong> A subtle but effective hardening of the skin (or growing scales, etc ... see the MM for what all counts as natural armor)</p><p><strong>+2 Defection AC: </strong>A small, mobile field of energy the blocks incomming blows</p><p><strong>+2 Luck AC:</strong> The supernatural ability to know just where _not_ to be when a blow lands</p><p><strong>+2 Sacred AC:</strong> A gift of the Divine, as your faith repels attacks...</p><p></p><p>Ok, I'll admit that the Sacred bonus' description is kind of a stratch, but I think they all get my point across. Lots of things can boost your AC, but that doesn't truely make them all similar...</p><p></p><p>Here's some descriptions of the other types of AC bonus that you didn't use (rightfully, b/c they can't be applied to items &\or don't fit):</p><p></p><p><strong>Dodge:</strong> The ability to duck and weave at the right moment</p><p><strong>Enhancement (as applied to standard armor):</strong> Magical protection woven (or hammered) directly into the armor, better than any normal hands could make it.</p><p><strong>Profane:</strong> See Sacred, but reversed (evil faith)</p><p></p><p>In general, here's the rule of thumb I use when determining 'similar-ness':</p><p>The base spells for an ability (those used as pre-req's) must all be linked in one of several ways, any of which the _character_ must be able to describe in a non-metagame way:</p><p>1) an obvious thematic similarity (Fireball & Flaming Sphere; Wall of Ice & Wall of Stone)</p><p>2) grouping in a Clerical Domain</p><p>3) grouping by a spell descriptor ([Evil], [Sonic], [Force]) or spell sub-category (summoning, teleportation, compulsion)</p><p></p><p>#3 is a tricky one, and is usually either covered by #1 or #2, but I mention it simply for completeness...</p><p></p><p>that's my thoughts.</p></blockquote><p></p>
[QUOTE="Kirin'Tor, post: 1733489, member: 17624"] Most of the debate here seems to center around the concept of wether or not the 'similar powers' discount should be given. My opinion is [B]no[/B], and I have some reasoning to back it up: Techniocally, all of those are bonuses to AC, but they are aren't all the same, if you consider the actual _effects_ of each bonus, rather than just the numerical side of +[I]N[/I] to AC: [B]+4 Armor AC[/B]: An invisible field of armor (just as Mage Armor) [B]+2 Natural Armor AC:[/B] A subtle but effective hardening of the skin (or growing scales, etc ... see the MM for what all counts as natural armor) [B]+2 Defection AC: [/B]A small, mobile field of energy the blocks incomming blows [B]+2 Luck AC:[/B] The supernatural ability to know just where _not_ to be when a blow lands [B]+2 Sacred AC:[/B] A gift of the Divine, as your faith repels attacks... Ok, I'll admit that the Sacred bonus' description is kind of a stratch, but I think they all get my point across. Lots of things can boost your AC, but that doesn't truely make them all similar... Here's some descriptions of the other types of AC bonus that you didn't use (rightfully, b/c they can't be applied to items &\or don't fit): [B]Dodge:[/B] The ability to duck and weave at the right moment [B]Enhancement (as applied to standard armor):[/B] Magical protection woven (or hammered) directly into the armor, better than any normal hands could make it. [B]Profane:[/B] See Sacred, but reversed (evil faith) In general, here's the rule of thumb I use when determining 'similar-ness': The base spells for an ability (those used as pre-req's) must all be linked in one of several ways, any of which the _character_ must be able to describe in a non-metagame way: 1) an obvious thematic similarity (Fireball & Flaming Sphere; Wall of Ice & Wall of Stone) 2) grouping in a Clerical Domain 3) grouping by a spell descriptor ([Evil], [Sonic], [Force]) or spell sub-category (summoning, teleportation, compulsion) #3 is a tricky one, and is usually either covered by #1 or #2, but I mention it simply for completeness... that's my thoughts. [/QUOTE]
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