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Why NOT to use damage resistance for armor...
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<blockquote data-quote="Darthor" data-source="post: 1226509" data-attributes="member: 10771"><p>We reworked many parts of the system so that we could have DR armor.</p><p></p><p>We started with the grim-n-gritty system (excellent) and went from there. One thing we did to specificaly address the issue of higher BAB not being worth much if most targets were not getting much of an AC (we called it defense) was we changed what made a critical hit. It required 12 over the AC. Weapons with an increased crit threat range reduced this requirement by one pt for each pt of increased crit threat range. So a scimitar weilder crited by getting an attack score of 10 over her target AC. No need to confirm the crit, its automatic.</p><p></p><p>This ended up having all sorts of useful effects (just flat out made having a good attack bonus rock). Trip someone to get +4 to hit them = more critical hits!</p><p></p><p>We used a wound pt/vitiality pt system. We handled crit damage a little differently as well (so tripple damage wouldn't just kill someone flat out).</p><p></p><p>Str Bonus no longer translated into +1 to dmg and "to hit". Instead it was +.5 str bonus to hit (rounded up) and +1 to dmg.</p><p></p><p>We had a class based bonus to AC (Defense) based on .5 BAB rounded up + .5 reflex save rounded up.</p><p></p><p>Everyone loved the system and we all felt it added alot. Problem was it slowed things down at first (mostly went away) but also it made DMing a little more of a chore because CRs changed using the system (specially for big critters). We eventually abondoned the sytem when we switched DMs. The new DM loved it and tried it, but the extra work it created was too much.</p></blockquote><p></p>
[QUOTE="Darthor, post: 1226509, member: 10771"] We reworked many parts of the system so that we could have DR armor. We started with the grim-n-gritty system (excellent) and went from there. One thing we did to specificaly address the issue of higher BAB not being worth much if most targets were not getting much of an AC (we called it defense) was we changed what made a critical hit. It required 12 over the AC. Weapons with an increased crit threat range reduced this requirement by one pt for each pt of increased crit threat range. So a scimitar weilder crited by getting an attack score of 10 over her target AC. No need to confirm the crit, its automatic. This ended up having all sorts of useful effects (just flat out made having a good attack bonus rock). Trip someone to get +4 to hit them = more critical hits! We used a wound pt/vitiality pt system. We handled crit damage a little differently as well (so tripple damage wouldn't just kill someone flat out). Str Bonus no longer translated into +1 to dmg and "to hit". Instead it was +.5 str bonus to hit (rounded up) and +1 to dmg. We had a class based bonus to AC (Defense) based on .5 BAB rounded up + .5 reflex save rounded up. Everyone loved the system and we all felt it added alot. Problem was it slowed things down at first (mostly went away) but also it made DMing a little more of a chore because CRs changed using the system (specially for big critters). We eventually abondoned the sytem when we switched DMs. The new DM loved it and tried it, but the extra work it created was too much. [/QUOTE]
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