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. . . while you're at it. . . Fix heavy armor!
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<blockquote data-quote="HeavenShallBurn" data-source="post: 3901377" data-attributes="member: 39593"><p>Agreement</p><p></p><p>Let me run an idea past since others were making there suggestions. This is based on kludging together some rules and ideas from AGoT d20, M&M, and my own house rules.</p><p></p><p>@Attack Bonus: straight by level and class strength and dex do not apply, except maybe with a special feat for a particular weapon. Sort of like the PL derived caps from M&M opponents of equivalent level and combat skill will have equal bonuses to hit.</p><p></p><p>@Defense/AC: Reflex Defense substituted for AC this is calculated like AC but with a class derived defense bonus that scales like attack bonus with modifiers added on top. Shields would count and be beefed up so that they were worthwhile but armor would give no bonus.</p><p></p><p>@Armor: would count as DR using formula of 1/2 current AC bonus + half material hardness. Since magical armor has greater hardness it would give greater DR scaling to a maximum of DR-19 for adamantine +5 full plate. It seems like a lot as a number but by the time it would be available to PCs the damage curve is waay up there and it's not nearly as disruptive as it seems, just enough to stretch out the fights beyond the usual high level two rounds of carnage.</p><p></p><p>@Extras: Been experimenting with adding a Parry Defense and some attacks attack Parry while others attack Reflex. With ability to swap one defense for the other limited numbers of times in a round as a feat chain. This adds complexity and I'm not very sure I'll implement it but I'm still playing around to find a way to differentiate it from Reflex without becoming too complex or slowing things down too much.</p></blockquote><p></p>
[QUOTE="HeavenShallBurn, post: 3901377, member: 39593"] Agreement Let me run an idea past since others were making there suggestions. This is based on kludging together some rules and ideas from AGoT d20, M&M, and my own house rules. @Attack Bonus: straight by level and class strength and dex do not apply, except maybe with a special feat for a particular weapon. Sort of like the PL derived caps from M&M opponents of equivalent level and combat skill will have equal bonuses to hit. @Defense/AC: Reflex Defense substituted for AC this is calculated like AC but with a class derived defense bonus that scales like attack bonus with modifiers added on top. Shields would count and be beefed up so that they were worthwhile but armor would give no bonus. @Armor: would count as DR using formula of 1/2 current AC bonus + half material hardness. Since magical armor has greater hardness it would give greater DR scaling to a maximum of DR-19 for adamantine +5 full plate. It seems like a lot as a number but by the time it would be available to PCs the damage curve is waay up there and it's not nearly as disruptive as it seems, just enough to stretch out the fights beyond the usual high level two rounds of carnage. @Extras: Been experimenting with adding a Parry Defense and some attacks attack Parry while others attack Reflex. With ability to swap one defense for the other limited numbers of times in a round as a feat chain. This adds complexity and I'm not very sure I'll implement it but I'm still playing around to find a way to differentiate it from Reflex without becoming too complex or slowing things down too much. [/QUOTE]
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. . . while you're at it. . . Fix heavy armor!
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