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Vote Up a 5e-alike: Some quick thoughts on combat and armor...
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<blockquote data-quote="Faolyn" data-source="post: 9183311" data-attributes="member: 6915329"><p>So I know that [USER=29398]@Lanefan[/USER] was saying that he meant roll-under only for skills and combat would be roll-over. I don't know what other people were thinking on it, but honestly, I hate the idea that <em>some </em>rolls are roll-under and <em>some </em>are roll-over. Way too confusing. While working on the Fighter, I was having some thoughts on this.</p><p></p><p>Attack Roll: Roll under <strong>BASE ATTACK</strong> (not stat, sorry) + PB + Str/Dex mod + other bonuses. Roll of 1 is always a hit and crit success; roll of 20 is always a miss.</p><p></p><p>The target would also have a Dodge equal to Dex mod, although some things might alter that--armor might reduce it, feats might increase it, etc. Thus, instead of saying "I rolled a 15, did I hit?" the player would say "I made it by 4, did I hit?" And the GM would look at the target's statblock and see that it has a Dodge of 3, so the PC hit.[1]</p><p></p><p>Armor counts as damage reduction. It <em>doesn</em>'t make it harder to hit the target.</p><p></p><p>Maybe shields add to Dodge instead of DR.</p><p></p><p>Apparently in real life, from what I can tell with relatively minimal research, plate armor was pretty much impervious to a sword blow. We'll assume a d8 sword, so plate armor could give DR 8 (as opposed to its current AC 18). Or we could shrink the DR a bit, since we want combat to be deadlier: Light armor, DR 1. Medium armor, DR 3. Heavy armor, DR 6.</p><p></p><p>But to keep things from being annoying, any bonus to damage--from Strength, a maneuver, a magic weapon, weapon specialization, sneak attack--that bonus applies <em>after </em>DR is subtracted, so that you can still do <em>some </em>damage when you hit (one thing I hated about GURPS was that I could hit really well and still do no damage because of DR). Armor blocks the bulk of the weapon, but your skill with your weapon and any enchantment it has still allows you to harm your foe.</p><p></p><p>And if we <em>really </em>wanted to get complicated, then we can bring back armor being more or less effective against different types of weapons. (As Terry Pratchett put it, "chain-mail from the point of view of an arrow can be thought of as a <em>series</em> of loosely connected holes."</p><p></p><p>===</p><p></p><p>[1] Also, by saying "I made it by 4, did I hit," this opens up the idea for degrees of success. Maybe you do more damage if you succeed by 10. Maybe you do minimal damage if roll exactly your Strength + PB + bonuses.</p><p></p><p>===</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9183311, member: 6915329"] So I know that [USER=29398]@Lanefan[/USER] was saying that he meant roll-under only for skills and combat would be roll-over. I don't know what other people were thinking on it, but honestly, I hate the idea that [I]some [/I]rolls are roll-under and [I]some [/I]are roll-over. Way too confusing. While working on the Fighter, I was having some thoughts on this. Attack Roll: Roll under [B]BASE ATTACK[/B] (not stat, sorry) + PB + Str/Dex mod + other bonuses. Roll of 1 is always a hit and crit success; roll of 20 is always a miss. The target would also have a Dodge equal to Dex mod, although some things might alter that--armor might reduce it, feats might increase it, etc. Thus, instead of saying "I rolled a 15, did I hit?" the player would say "I made it by 4, did I hit?" And the GM would look at the target's statblock and see that it has a Dodge of 3, so the PC hit.[1] Armor counts as damage reduction. It [I]doesn[/I]'t make it harder to hit the target. Maybe shields add to Dodge instead of DR. Apparently in real life, from what I can tell with relatively minimal research, plate armor was pretty much impervious to a sword blow. We'll assume a d8 sword, so plate armor could give DR 8 (as opposed to its current AC 18). Or we could shrink the DR a bit, since we want combat to be deadlier: Light armor, DR 1. Medium armor, DR 3. Heavy armor, DR 6. But to keep things from being annoying, any bonus to damage--from Strength, a maneuver, a magic weapon, weapon specialization, sneak attack--that bonus applies [I]after [/I]DR is subtracted, so that you can still do [I]some [/I]damage when you hit (one thing I hated about GURPS was that I could hit really well and still do no damage because of DR). Armor blocks the bulk of the weapon, but your skill with your weapon and any enchantment it has still allows you to harm your foe. And if we [I]really [/I]wanted to get complicated, then we can bring back armor being more or less effective against different types of weapons. (As Terry Pratchett put it, "chain-mail from the point of view of an arrow can be thought of as a [I]series[/I] of loosely connected holes." === [1] Also, by saying "I made it by 4, did I hit," this opens up the idea for degrees of success. Maybe you do more damage if you succeed by 10. Maybe you do minimal damage if roll exactly your Strength + PB + bonuses. === Thoughts? [/QUOTE]
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