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General Tabletop Discussion
*Dungeons & Dragons
What is balance to you, and why do you care (or don't)?
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<blockquote data-quote="Helldritch" data-source="post: 8629717" data-attributes="member: 6855114"><p>Simply because I would have prefered to see heavy armor and all armor do something like this.</p><p>Light armor: Full dex bonus, removes one pts of damage for weapon attack (non magical).</p><p>Medium Armor: Max 2 dex bonus, removes 2 pts of damage from weapon attacks (non magical) Medium armor master allows 4 pts of dex.</p><p>Heavy Armor: Max dex 1, removes 3 pts of damage from weapon attacks. Heavy armor master allows 1 more points and works with magical weapon attacks.</p><p>With this, heavy armor character feels more protected but with low dex (dump stat) they can be hit more often but will suffer less damage. The design choice of not allowing a bit of Dex for heavy armor is not really accurate as though dex was restrained, you could still jump, roll and do all stuff that a high dex allows. There are a few videos that debunks the myth that heavy armor was so encumbering that you needed help just to saddle. A few armor like jousting were on that side, but not the plate armor that we see in the game. </p><p></p><p>I would also remove bonus initiative for a high dex. Dexterity, as it is, is the only stat that adds To skills, to hit, to damage, to AC and to initiatives.</p><p>Or go back as in 1ed. Strength adds to hit damage.</p><p>Dex adds to AC, to hit with ranged and to initiative.</p><p></p><p>There are many solutions to balance the stats. But for the moment, Dexterity reigns supreme.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8629717, member: 6855114"] Simply because I would have prefered to see heavy armor and all armor do something like this. Light armor: Full dex bonus, removes one pts of damage for weapon attack (non magical). Medium Armor: Max 2 dex bonus, removes 2 pts of damage from weapon attacks (non magical) Medium armor master allows 4 pts of dex. Heavy Armor: Max dex 1, removes 3 pts of damage from weapon attacks. Heavy armor master allows 1 more points and works with magical weapon attacks. With this, heavy armor character feels more protected but with low dex (dump stat) they can be hit more often but will suffer less damage. The design choice of not allowing a bit of Dex for heavy armor is not really accurate as though dex was restrained, you could still jump, roll and do all stuff that a high dex allows. There are a few videos that debunks the myth that heavy armor was so encumbering that you needed help just to saddle. A few armor like jousting were on that side, but not the plate armor that we see in the game. I would also remove bonus initiative for a high dex. Dexterity, as it is, is the only stat that adds To skills, to hit, to damage, to AC and to initiatives. Or go back as in 1ed. Strength adds to hit damage. Dex adds to AC, to hit with ranged and to initiative. There are many solutions to balance the stats. But for the moment, Dexterity reigns supreme. [/QUOTE]
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Community
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What is balance to you, and why do you care (or don't)?
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