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Why AD&D Rocks and 3e - 5e Mocks all over AC...
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<blockquote data-quote="Mannahnin" data-source="post: 8670706" data-attributes="member: 7026594"><p>Probably a combination of a few factors. Likely elements include:</p><p></p><p>1. Trying to make Dex slightly less of a "God Stat", critical for all characters.</p><p>2. Trying to make both light-armored and heavy-armored characters come out with similar total ACs, thus making both archetypes similarly viable in combat.</p><p>3. Simple verisimilitude for most gamers. I've run around in armor and out of it, and while strong, athletic people in armor can absolutely still move athletically, the difference in how you can move is stark and apparent when you're wearing 30-50lbs of extra weight vs when you're not. Hence why gymnasts and dancers wear as light kit as they possibly can, to maximize performance.</p><p></p><p>I think factor 2 is pretty key. As designers, do we want to make heavy armor compulsory/eliminate the swashbuckling fighter as an archetype (at least without the aid of magic) in a game where heavy armor is allowed? </p><p></p><p>Do we want the heavy armored fighters to be so much harder to hit than everyone else that it makes encounter scaling more difficult? </p><p></p><p>Of course, other approaches could be taken, like giving heavy armor Damage Resistance.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8670706, member: 7026594"] Probably a combination of a few factors. Likely elements include: 1. Trying to make Dex slightly less of a "God Stat", critical for all characters. 2. Trying to make both light-armored and heavy-armored characters come out with similar total ACs, thus making both archetypes similarly viable in combat. 3. Simple verisimilitude for most gamers. I've run around in armor and out of it, and while strong, athletic people in armor can absolutely still move athletically, the difference in how you can move is stark and apparent when you're wearing 30-50lbs of extra weight vs when you're not. Hence why gymnasts and dancers wear as light kit as they possibly can, to maximize performance. I think factor 2 is pretty key. As designers, do we want to make heavy armor compulsory/eliminate the swashbuckling fighter as an archetype (at least without the aid of magic) in a game where heavy armor is allowed? Do we want the heavy armored fighters to be so much harder to hit than everyone else that it makes encounter scaling more difficult? Of course, other approaches could be taken, like giving heavy armor Damage Resistance. [/QUOTE]
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