Post by GeorgePost by Keith DaviesPlease fix your quoting rules. Not everyone is 'You', and it makes it
really hard to follow who you're responding to.
Apologies. Not intending to make it hard to follow. Unfortunately
Thunderbird appears to have no options for quoting other than turning it
on or off! I shall do it manually.
Hmm. This surprises me somewhat.
Post by GeorgePost by Keith DaviesFWIW, my tiered advancement system may give +1/2 HD AC bonus (as 4e
does), but you can take additional abilities that let you build on
that. Mind you, this means not spending the ability slots on other
things. So, fighter who can roll with the punches? Takes one of the
AC-bumping abilities (and probably Toughness). Wizard, who gets it
in the mouth? He didn't. Poor wizard, hard to cast spells wiffout
teef.
I think we're basically on the same page, in that we want something
other than just armour to determine how hard someone is to hit. 4E has
addressed this to an extent by effectively saying the more experienced
you are, the harder you are to hit.
Pretty much, I'd like to reduce dependence on equipment. Right now
unless you have high Dex you pretty much need to tank up if you want
decent AC (and the high Dex crowd gets treated pretty damn decently;
I've posted on this before).
Some combination of UA options might be in line. The analysis below is
based on assumptions relating to my Tiered Advancement scheme, so don't
worry if they don't entirely fit RAW expectations. The premise is
probably comparable, but the numbers will probably be off.
1. Defense bonus (base bonus + martial training bonus?), does not stack
with armor bonus. At low levels it's still worth wearing armor
because it'll help protect you from getting hit at all, but after
about 8th level (i.e. when you're past 'Heroic') a martial character
could be good enough he can dispense with the full plate... though
I'd like to see other benefits from armor anyway, so it'd still be
attractive. Conan doesn't much need armor because it doesn't really
prevent him from getting hurt most of the time.
Base bonus is HD/2, martial training can provide a similar amount.
This means you can start with up to +2 defense bonus (want armor!) at
first level and get up to +20 defense bonus (don't care about armor!)
at twentieth level.
This may be a little rich, especially since Dex still goes on here,
and possibly the Dodge bonus below. You can get up to +15 to an
ability score (at twentieth level) depending on the abilities you
take; combine this with base Dex of 18 and you're looking at a
possible AC of 51, naked (10 + HD/2 + 10 (martial training) + 33/2 +
5 (dodge)). This cost him four of his Legendary tier abilities (out
of six -- Legendary Martial Training, Improved Legendary Martial
Training, Legendary Dodge, Legendary Dexterity).
Mind you, the 20th-level opponent may well have an attack bonus that
can cope with this. +20 from HD+training, +16 from ability score
(hits on 15+), possibly +5 more from Weapon Focus (which he probably
has, if he's a martial character)... hits on +10 or better. This too
cost him four of his Legendary tier abilities (Legendary Martial
Training, Improved Legendary Martial Training, Legendary Weapon Focus
(with half the bumps being spent on attack bonus, the other half on
other weapon effects), Legendary Ability Score (Str or Dex)).
(I'm deliberately ignoring enhancement bonuses; I don't usually allow
them IMC, so they really don't apply.)
2. Armor provides defense bonus (doesn't stack with above) equal to the
armor bonus. It also provides damage conversion (up to $armorbonus
damage gets reduced to nonlethal damage, a like amount of nonlethal
damage would be ignored entirely). You can still beat the guy down,
but it's more likely to leave him unconscious than dead. I expect
that criticals ignore this, for both lethal and nonlethal damage.
Conan still likes armor because sometimes his opponents get lucky and
this keeps him from hurting as much when he does get hit.
If you want something simpler, have the armor provide DR instead. I
think I like how the damage conversion works -- a fight doesn't last
any less long (unless you're getting hit by a lot of nonlethal
attacks), but a certain amount of damage can be recovered just by
taking a breather.
Hrm. HD/hour. I might want to step that up a little, if a breather
can recover it.
Incidentally, I ignore 'max dex bonus to AC' from armor, and have for
a long time. I think it overly rewards the light armor crowd.
There's a reason heavy armor was so popular for so long IRL, and
having someone who can pay less, carry less weight, and still have a
comparable chance of being hit (and much, much less when facing a
touch attack!)... and it costs less gold?
3. Dodge ability, gives +1 dodge bonus per tier to AC that stacks with
defense bonus. I try to avoid stacking abilities (makes life easier,
especially when quickly building characters), so this provides some
significant gain.
I'd need to run some numbers to see how these fit together. The UA
rules on this matter treat shields as always giving AC benefits, I'm
inclined to treat shields as specialized weapons that are really good at
blocking attacks (consider something like TWF, but the offhand is used
to block -- negate -- inbound attacks).
I also want to consider how this interacts with my hit point rules. A
20th-level character, baseline, has hit points in the 70-80 range
(Con + 3*HD). This can be bought up with Toughness (increases the
multiplier by +1 per tier; a character with Master Toughness would have
3*HD more hit points). If Toughness can only be taken once, this can
lead to +100 hit points at 20th level with Legendary Toughness.
Post by GeorgeI'd still say the most important component in determining difficulty
to hit someone is skill. In any fantasy genre. And that is still
entirely unaccounted for in D&D.
Not just in fantasy, it's fairly accurate in reality. D&D RAW handles
this in part with increasing hit points.
Post by GeorgeAnd I've realised there's a downside to what I thought was quite an
elegant rule - the one that says to use either INT or DEX for for
reflex/AC. A warrior's DEX is quite likely to be lower than a mage's
INT - which means a 10th level mage without armour and using no magic
could actually be harder to hit in combat than a 10th level warrior
without armour.
Indeed, this would be so, and may be considered a failure.
IMC, Dex is for AC. I've long allowed (for a feat) using Int for Reflex
saves[1], but AC was still Dex-based.
[1] From one of the Discworld books, there were two types of alchemists
who survived long. The first had excellent reflexes and could get
behind cover when something went wrong, the other recognized that
something was *about to go wrong* and found cover.
Keith
--
Keith Davies "Do you know what is in beer? The strength
***@kjdavies.org to bear the things you can't change, and
***@gmail.com wisdom to ignore them and fsck off for
http://www.kjdavies.org/ another beer." -- Owen, discussing work