Spatzimaus said:
If you use the straight armor-bonus-as-DR rules, you run into a lot of balance headaches since it makes the lower-damage weapons (daggers and such) almost worthless... Plate armor giving a DR of 8 means anything smaller than a greatsword needs a critical hit to do any damage
True enough. But, hey, unless you score a critical, what chance
should you have for penetrating plate armor with a dagger?
Who uses a dagger in combat, anyway? Halflings? A halfling rogue with a dagger, against a knight in plate armor... ?! Well, then, that halfling better have the Weapon Finesse and the Bypass Armor feats, if he's to have any chance at all. (It would also help for the halfling to flank the knight, thereby getting his sneak attack damage bonus.)
...while in reality the best weapons against plate armors were the dagger, crossbow, and mace... you'd have to give some weapons a "penetration" stat.
With method #1, the following weapons are considered to be "penetrating": maces, flails, picks, hammers, and crossbows. On a successful hit, a "penetrating" weapon
halves (rounded down) armor DR.
Better yet, make a Feat that does this
Did that, with the Bypass Armor feat. (Read my previous post.)
Or maybe you'd have an AD&D-style setup where armors give different ACs to different weapon types.
We believe that goes too far. Sure, it's more realistic, but we're looking for a happy medium between realism and playability, here. Besides, we believe "penetrating" weapons addresses this issue, without a detailed "armor types vs. weapon types" table.
It also provides a logical headache: the plate of a Breastplate is the same as the plate of Plate Armor, the difference is in the extremities, so why should the DR be any different?
We want to maintain the heroic, "abstract" qualities of D&D combat. We do not want to complicate and slow down things by having to implement a "hit location" system. (Again, we're looking for a happy medium between realism and playability, here.)
With a "hit location" system in place, "variable criticals, according to hit location" naturally follows, and that would make things even more complicated. Furthermore, with "variable critcals, according to hit location", you'd practically be forced to also implement a "vitality/wound points" system.