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<blockquote data-quote="magic_gathering2001" data-source="post: 2304339" data-attributes="member: 32001"><p>rules on replacing Maximum dexterity bonuses and things about armor have come up so here is my alternate combat system:</p><p> </p><p>First, Defence value is equal to 1d10 + 5 + (normal AC with out the base ten and armor)</p><p> </p><p>parry is either good bad or fair</p><p>fighter, monk, rogue, paladin, and ranger are good</p><p>barbarian(not raging), druid(in wild shape), and bard</p><p>cleric, wizard, sorcerer, barbarian(raging), and druid(notin wild shape)</p><p>good is 3/4 level</p><p>fair is 1/2 level</p><p>poor is 1/4 level</p><p> </p><p>If you beat an opponents AC by five you score a critical hit</p><p>18-20 weapons get a +2 for purposes of determining criticals</p><p>19-20 weapons get a +1 for purposes of determining criticals</p><p>Criticals bypass Damage Resistance(not to beconfused with damage reduction)</p><p> </p><p>Armor provides Damage Resistance equal to 10*ACValue%</p><p>Armor does not ad its armor bonus to AC</p><p>armor provides a penalty to dexterity and any skill to which a check penalty applies(the penalties overlap so use the larger) equal to 8 - max dex of armor</p><p>Enhancement values to armor provide Damage reduction equal to the enhancement/the enhancement-1</p><p> </p><p>Hp is equal to constitution score + constitution modifier*level</p><p> </p><p>If im missing something let me know and the system was tested in a antimagic material plane so anything that has to do with magic is untested</p></blockquote><p></p>
[QUOTE="magic_gathering2001, post: 2304339, member: 32001"] rules on replacing Maximum dexterity bonuses and things about armor have come up so here is my alternate combat system: First, Defence value is equal to 1d10 + 5 + (normal AC with out the base ten and armor) parry is either good bad or fair fighter, monk, rogue, paladin, and ranger are good barbarian(not raging), druid(in wild shape), and bard cleric, wizard, sorcerer, barbarian(raging), and druid(notin wild shape) good is 3/4 level fair is 1/2 level poor is 1/4 level If you beat an opponents AC by five you score a critical hit 18-20 weapons get a +2 for purposes of determining criticals 19-20 weapons get a +1 for purposes of determining criticals Criticals bypass Damage Resistance(not to beconfused with damage reduction) Armor provides Damage Resistance equal to 10*ACValue% Armor does not ad its armor bonus to AC armor provides a penalty to dexterity and any skill to which a check penalty applies(the penalties overlap so use the larger) equal to 8 - max dex of armor Enhancement values to armor provide Damage reduction equal to the enhancement/the enhancement-1 Hp is equal to constitution score + constitution modifier*level If im missing something let me know and the system was tested in a antimagic material plane so anything that has to do with magic is untested [/QUOTE]
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