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General Tabletop Discussion
*Pathfinder & Starfinder
Would you use Armor as DR Why? Why use it for AC?
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<blockquote data-quote="Raven Crowking" data-source="post: 2777125" data-attributes="member: 18280"><p>As I continue to answer these questions, you will begin to realize just how much I am willing to take ideas from all and sundry and then cobble them together. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>For Craft skills, I am using a step system, including the "better than masterwork" steps from Advanced GM's Guide, modified by the ideas in the Midieval Player's Handbook (<em>highly recommended if you are into this sort of thing!</em>). On top of this, I added two "worse than normal" levels: Apprentice-level and Journeyman-level goods. Your default craftsmanship depends upon your ranks in the Craft skill, with an option to salvage a botched job by dropping it one level or trying to do your best (i.e., creating goods one level over your base) in the same way that one makes a masterwork good in the standard craft skill.</p><p></p><p>I have another, add-on, system where characters can learn "secrets" of various sorts as they gain levels. Thus, a character could learn the secret of sliding rivits, allowing her to make armor that gives you a higher Max Dex Bonus (for example).</p><p></p><p>Like I said, I like to give players lots of choices.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2777125, member: 18280"] As I continue to answer these questions, you will begin to realize just how much I am willing to take ideas from all and sundry and then cobble them together. :p For Craft skills, I am using a step system, including the "better than masterwork" steps from Advanced GM's Guide, modified by the ideas in the Midieval Player's Handbook ([I]highly recommended if you are into this sort of thing![/I]). On top of this, I added two "worse than normal" levels: Apprentice-level and Journeyman-level goods. Your default craftsmanship depends upon your ranks in the Craft skill, with an option to salvage a botched job by dropping it one level or trying to do your best (i.e., creating goods one level over your base) in the same way that one makes a masterwork good in the standard craft skill. I have another, add-on, system where characters can learn "secrets" of various sorts as they gain levels. Thus, a character could learn the secret of sliding rivits, allowing her to make armor that gives you a higher Max Dex Bonus (for example). Like I said, I like to give players lots of choices. RC [/QUOTE]
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*Pathfinder & Starfinder
Would you use Armor as DR Why? Why use it for AC?
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