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T O P I C    R E V I E W
shike Posted - 09 Nov 2005 : 02:15:20
Actually, the idea I had is that armor gives a percentage DR compaired to it's original armor. +5% DR per +1 AC. Thus as characters get higher in level, the percentage of damage they are taking is the same.

And then adding 1/2 BAB (rounded down) as an AC bonus. This bonus is subject 1/2 to the normal armor check penalty. So a 10th lvl fighter w/ a +10 BAB would get a +5 AC bonus, and wearing full plate would actualy only take 60% of whatever damage was delt to them at the point as well as penalty to AC equal to the 1/2 of the Armor Check penalty. Thus he would have a 40% DR, as well as getting a +2 to AC. Shields still grant bonuses to AC and their Check Penalty doesn't affect the AC bonus from BAB.

It still has wrinkles, but what do you all think?
11   L A T E S T    R E P L I E S    (Newest First)
sleyvas Posted - 15 Nov 2005 : 22:14:02
>>Hooper - Good questions. I was thinking Magical Armor creates >>a "field" of energy which provides an AC bonus making it more >>difficult to land a blow.

Careful, that sounds significantly like a deflection field rather than an enhancement bonus (which would enhance the sturdiness of armor, or enhance the sharpness of a weapon, etc...)
shike Posted - 11 Nov 2005 : 15:16:08
Thanks for the link. It is a very interesting discussion, but I think the percentage based DR takes care of alot of that discussion. Yes, a dagger won't do as much, but will always do something. A Dagger rolling max damage (not str) against Chainmail will do 3 pts instead of 4 points. I know it might be a little more work for the DM, (such as me), but I'm willing.
Sanishiver Posted - 11 Nov 2005 : 06:55:39
Hey Shinke,

Just some foor for thought:
http://www.seankreynolds.com/rpgfiles/rants/armorasdamagereduction.html

Not trying to discourage you, mind. (Honest!)

Just some good ideas that might actually help your new system.

J. Grenemyer
shike Posted - 11 Nov 2005 : 00:52:28
Hooper - Good questions. I was thinking Magical Armor creates a "field" of energy which provides an AC bonus making it more difficult to land a blow.

The DR is a x%/-
if the inherent armor bonus is a +1 then the DR is 5%/-
+2, 10%/-,+3 15%/-, +4 20%/-, +5 25%/-, etc.

Magical Armor and spells, such as mage armor, grant an Armor bonus equal to their normal bonus so +1 Chain Shirt will grant a +1 to AC, 20%/- DR, all of the normal other properties such as Armor check, Spell Failure, and speed rection.

I, personally, consider maitenence of armor, weapons, etc, are taken care of "off stage" to the point that there don't really need to be rules for it, considering that there aren't specific rules for this anyway.

Adamantine armor would add to this DR, so adamantine Full Plate would be 40%/- + 3/-. Indicating that it would take an aditional 3 pts off the damage dealt.

So nothing actually bypasses the DR except for touch attacks.
hooper101 Posted - 10 Nov 2005 : 22:04:17
What about things like studded leather what %DR would you place there? If the armor takes some damage does it have HP, if so how many? If you have magical armor does this affect this idea? And if the armor is magical how do you replace the Hp then? I understand that a armorsmith can repair armor but what about magical damage? Would magic weapons affect the wearer like monsters who have DR? A few questions I have.
hooper101 Posted - 10 Nov 2005 : 20:09:51
Thanks I have too many acronyms running in my head already
Arivia Posted - 10 Nov 2005 : 17:36:41
quote:
Originally posted by hooper101

What a great idea, I think I will implement it in my next campaign. One question what is BAB? You can pm me with answer if you want.



It's the abbreviation for Base Attack Bonus.
hooper101 Posted - 10 Nov 2005 : 17:27:09
What a great idea, I think I will implement it in my next campaign. One question what is BAB? You can pm me with answer if you want.
Khaa Posted - 10 Nov 2005 : 13:07:29
Now that is also a good idea. Definately, a fencer should have many more attacks. Prestige classes could be made for them too. Like a fencer, rapier only with 7 or 8 attacks at higher levels.
shike Posted - 10 Nov 2005 : 00:21:00
The reason I went with a percentage based DR is that it will "Scale" w/ level. So 5% of 20 pts of damage is 1, and 5% of 100 damage is 5. so it Kind of scales. I didn't want Heavy armor to get too high (like up to 50-80% reduction) which is why I went w/ the 5% per +1. Any other comments? I'm also thinking about changing the attacks/round. What I'm trying to do here is balance HEavily armored and armed fighters w/ lightly armored and armed fighters. EG a Master Fencer and Midievel Knight. At the same level, THe Knight should not be attacking as often as the Fencer, and the fencer should be harder to hit, but THe knight should be able to deal tremendously more damage.
Khaa Posted - 09 Nov 2005 : 13:07:55
Pretty cool idea, that way the armour they have on doesnt just make them harder to hit, it actually protects them as in real life.

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