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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: 2779909" data-attributes="member: 18280"><p>You can include a "damage + AC" if you like; this seems unlikely as a weapon function to me.</p><p></p><p>Fighters gain armed combat styles. Shadowfists (my modified monks) gain unarmed combat styles.</p><p></p><p>Combat Modes only affect your weapon skill ranks; you can still defend using the rules described in the PH. Thus, you can use the "fully defend" combat mode with the "total defense" option, allowing you to use all weapon ranks +4 to your AC if you forgo all attacks.</p><p></p><p>Of course, since these are weapon skills, Axe Fighting does not include the Fully Defend combat mode because axes are not designed for that. Spears, rapiers, and so on all do this option. Likewise, a battle axe (Axe Fighting) allows for the Brutal mode whereas a quarterstaff does not. (Obviously, you may adjust these to your vision of the weapons).</p><p></p><p>Some weapons do not have fully associated skills (i.e., club), but you can use those weapons via other Weapon Skills as though they were makeshift (-4 rank penalty).</p><p></p><p></p><p>RC</p><p></p><p></p><p>EDIT: Weapons IMC all have one of five weapon speeds as well, that give penalties or bonuses to Initiative:</p><p></p><p> Very Fast: +4</p><p>Fast: +2</p><p>Standard: +0</p><p>Slow: -2</p><p>Very Slow: -4</p><p></p><p>I use a d10 for Initiative, and roll Initiative every round. Simultaneous initiatives are allowed. If your initiative is over 20 (and for each increment of 10 over 20) you gain an extra attack (I have lowered BAB, and thus extra attacks by level) on a staggered basis. I.e., if your roll is 22, you gain actions at 22 and 2. If your roll is 32, you gain actions at 32, 22, and 2. This is actually the old Villians & Vigilante's system with a small amount of tweaking. If your initiative falls below 0, you are limited either to a partial action or you may forgo your action to add 10 minus the value of your Initiative roll to your next initiative. (The value of the initiative roll is its absolute value, so that if your roll was -4, the value would be 4; 20 - 4 would give you a +6 bonus to initiative on your next round. This better models fast and slow monsters/weapons to my way of thinking).</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2779909, member: 18280"] You can include a "damage + AC" if you like; this seems unlikely as a weapon function to me. Fighters gain armed combat styles. Shadowfists (my modified monks) gain unarmed combat styles. Combat Modes only affect your weapon skill ranks; you can still defend using the rules described in the PH. Thus, you can use the "fully defend" combat mode with the "total defense" option, allowing you to use all weapon ranks +4 to your AC if you forgo all attacks. Of course, since these are weapon skills, Axe Fighting does not include the Fully Defend combat mode because axes are not designed for that. Spears, rapiers, and so on all do this option. Likewise, a battle axe (Axe Fighting) allows for the Brutal mode whereas a quarterstaff does not. (Obviously, you may adjust these to your vision of the weapons). Some weapons do not have fully associated skills (i.e., club), but you can use those weapons via other Weapon Skills as though they were makeshift (-4 rank penalty). RC EDIT: Weapons IMC all have one of five weapon speeds as well, that give penalties or bonuses to Initiative: Very Fast: +4 Fast: +2 Standard: +0 Slow: -2 Very Slow: -4 I use a d10 for Initiative, and roll Initiative every round. Simultaneous initiatives are allowed. If your initiative is over 20 (and for each increment of 10 over 20) you gain an extra attack (I have lowered BAB, and thus extra attacks by level) on a staggered basis. I.e., if your roll is 22, you gain actions at 22 and 2. If your roll is 32, you gain actions at 32, 22, and 2. This is actually the old Villians & Vigilante's system with a small amount of tweaking. If your initiative falls below 0, you are limited either to a partial action or you may forgo your action to add 10 minus the value of your Initiative roll to your next initiative. (The value of the initiative roll is its absolute value, so that if your roll was -4, the value would be 4; 20 - 4 would give you a +6 bonus to initiative on your next round. This better models fast and slow monsters/weapons to my way of thinking). RC [/QUOTE]
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Would you use Armor as DR Why? Why use it for AC?
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