1e had that, or a variant, in its "weapon vs armour type" tables.well, we could now get into the type of damage you can get.
while you are better off in a plate if someone attacks you with one handed sword, as it will most probably do nothing,
if someone swings a warhammer at you, you better try to dodge, as it will knock you out if it connects with your helmet.
I am really not after this1e had that, or a variant, in its "weapon vs armour type" tables.
I'm not sure how many (but I suspect not many) DMs used these tables; but they sure sound like what you're after with this.
My old college group would start games saying we wanted to use those tables (they existed in 2e too) and then promptly forgot about them a session or two in.1e had that, or a variant, in its "weapon vs armour type" tables.
I'm not sure how many (but I suspect not many) DMs used these tables; but they sure sound like what you're after with this.
We used them all the time, but it helped that I put space on character sheets for them so people remembered to use them:I'm not sure how many (but I suspect not many) DMs used these tables
That's the weapon side, but where's the armour side? Armour is what's under discussion here, and its effect on "hittability" and-or damage taken.I am really not after this
It just makes the system too complicated with few benefits.
Attack riders depending on damage type or weapon use seems much more elegant.
Be that with basic abilities that everyone can use, or with feats like Piercer, crusher, slasher or combat maneuvers.
Does it, though?Lots of talk about dexterity and armor... but AC has only one job in D&D: it's a damage gatekeeper. Damage serves one primary job: reducing hit points. And what are hit points? Well, they're not just meat. So to me, it's not a question of how well you roll in armor or whether an unarmored person dodges better. It's this:
Why does a given D&D edition reward some characters with more survivability than others?