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. . . while you're at it. . . Fix heavy armor!
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<blockquote data-quote="Lord Zardoz" data-source="post: 3890043" data-attributes="member: 704"><p><strong>Regarding armour as Damage Reduction</strong></p><p></p><p>I do not think that Armour as Damage reduction is a very good idea. One of the things that caused high level combat in 3.5 to break down was that there were too many variables to consider when making an attack roll.</p><p></p><p>Adding damage reduction to all armour means adding a new variable to the equation. Even worse, it adds a variable to the damage that will <em>change with each different target you try to hit[/].</em></p><p><em></em></p><p><em>Here is damage as it is in 3.5</em></p><p><em>Dmg = die + Str Bonus + Magic Wpn Bonus + #Feats + Buff Spells + *Situational + Sneak Attack;</em></p><p><em></em></p><p><em># Weapon specialization, weapon mastery, and other fixed modifiers</em></p><p><em>* Situational refers to Power attack and a x2 charge / set to receive charge modifier, and a Rangers favoured enemy bonus</em></p><p><em></em></p><p><em>The first 3 variables are reasonably well fixed. Buff spells complicate it a bit but are usually not too bad. Situational modifiers are also a bit of a pain, but are also easy to determine, and they do not come up that often. Sneak Attack is situational, but it comes up often and it stays fixed per level, and so is not difficult to keep track of. The one thing these all have in common though, is that once you know the modifiers that apply, you can calculate them out, write down something like 1d8+13, and your good for probably the rest of the fight.</em></p><p><em></em></p><p><em>If your players are fighting a bunch of Orcs, no big deal. They will all be wearing the same armour, and will all have the same DR. Well, not a big deal for you players. For you, you have to keep track of the DR for your players so you know how much damage your orc did on a hit.</em></p><p><em></em></p><p><em>If you have your players fighting a BBEG, the BBEG's bodyguard, and the BBEG's cleric, chances are good that none of those 3 characters is wearing identical armour. Chances are also good that none of your PC's is wearing armour identical to one another. This means every time your player scores a hit, you have to look up that particular opponents damage reduction. Every time you hit, you have to get the same info for the player you just damaged.</em></p><p><em></em></p><p><em>Also keep in mind that the suggestion of armour as DR does not replace AC. It is suggested as being in addition to it. And lastly, adding DR as a common thing to every heavily armoured combatant opens up the addition of buff spells that modify it.</em></p><p><em></em></p><p><em>DR is a good mechanic, but I prefer it to be something that does not come up every time I roll damage.</em></p><p><em></em></p><p><em>END COMMUNICATION</em></p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3890043, member: 704"] [b]Regarding armour as Damage Reduction[/b] I do not think that Armour as Damage reduction is a very good idea. One of the things that caused high level combat in 3.5 to break down was that there were too many variables to consider when making an attack roll. Adding damage reduction to all armour means adding a new variable to the equation. Even worse, it adds a variable to the damage that will [i]change with each different target you try to hit[/]. Here is damage as it is in 3.5 Dmg = die + Str Bonus + Magic Wpn Bonus + #Feats + Buff Spells + *Situational + Sneak Attack; # Weapon specialization, weapon mastery, and other fixed modifiers * Situational refers to Power attack and a x2 charge / set to receive charge modifier, and a Rangers favoured enemy bonus The first 3 variables are reasonably well fixed. Buff spells complicate it a bit but are usually not too bad. Situational modifiers are also a bit of a pain, but are also easy to determine, and they do not come up that often. Sneak Attack is situational, but it comes up often and it stays fixed per level, and so is not difficult to keep track of. The one thing these all have in common though, is that once you know the modifiers that apply, you can calculate them out, write down something like 1d8+13, and your good for probably the rest of the fight. If your players are fighting a bunch of Orcs, no big deal. They will all be wearing the same armour, and will all have the same DR. Well, not a big deal for you players. For you, you have to keep track of the DR for your players so you know how much damage your orc did on a hit. If you have your players fighting a BBEG, the BBEG's bodyguard, and the BBEG's cleric, chances are good that none of those 3 characters is wearing identical armour. Chances are also good that none of your PC's is wearing armour identical to one another. This means every time your player scores a hit, you have to look up that particular opponents damage reduction. Every time you hit, you have to get the same info for the player you just damaged. Also keep in mind that the suggestion of armour as DR does not replace AC. It is suggested as being in addition to it. And lastly, adding DR as a common thing to every heavily armoured combatant opens up the addition of buff spells that modify it. DR is a good mechanic, but I prefer it to be something that does not come up every time I roll damage. END COMMUNICATION[/i] [/QUOTE]
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