mroberon1972
First Post
After a long attempt to use damage resistance to emulate the effects of armor, I have come to a sad conclusion:
There is no way to balance it without totally rebuilding the entire gaming system.
This reasoning comes from the concept of the class system and the base attack bonus they get.
This problem does not show up in lower level games (1st-6th), but does show up once they get to the mid to high levels.
What good is the Fighter's +20 to hit, if the AC of opponents always stays low, and the damage resistance goes up instead.
The truth: He gets screwed, and the classed with lower BAB levels don't.
So, DR for armor just will not work as a balanced system as it is...
On the other hand, I did finally figure out a system to emulate the differance between high kinetic impact weapons (firearms and crossbows) and low impact weapons (sword or mace). It just adds the concepts of weapons that have a 'penitrating' attribute, and armors with a 'hardened' attribute.
Penitrating weapons: Divides the AC of unhardened (just about all armors except modern and admantine) armors by 3.
Hardened armors: Allows full AC vs penitrating weapons.
Simple, yet effective.
Mr. Oberon
"3... 2... 1... Launch arguments!"
There is no way to balance it without totally rebuilding the entire gaming system.
This reasoning comes from the concept of the class system and the base attack bonus they get.
This problem does not show up in lower level games (1st-6th), but does show up once they get to the mid to high levels.
What good is the Fighter's +20 to hit, if the AC of opponents always stays low, and the damage resistance goes up instead.
The truth: He gets screwed, and the classed with lower BAB levels don't.
So, DR for armor just will not work as a balanced system as it is...
On the other hand, I did finally figure out a system to emulate the differance between high kinetic impact weapons (firearms and crossbows) and low impact weapons (sword or mace). It just adds the concepts of weapons that have a 'penitrating' attribute, and armors with a 'hardened' attribute.
Penitrating weapons: Divides the AC of unhardened (just about all armors except modern and admantine) armors by 3.
Hardened armors: Allows full AC vs penitrating weapons.
Simple, yet effective.
Mr. Oberon
"3... 2... 1... Launch arguments!"