Armor Class in Science Fiction


General Discussion


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So StarFinder is compatible with Pathfinder. Considering Pathfinder is Paizo's pride and joy, it's no wonder.

I've gotta ask, though. Armor Class? In science fiction? Really? I had high hopes that somehow they'd finally put to rest that tired, unrealistic, awkward, old-fashioned system and stepped forward into the future. StarFinder in my opinion is extremely well done, very fleshed out, has a great background, excellent player races/classes (although I have a problem with classes and levels, I'll leave that topic for later), and seems like it would be a blast to play. That's right, I haven't played it yet. I have, however, played D&D since the mid-70's, so I know how this system generally works.

There are so many quality science fiction RPG's out there; Traveller (old or new), Star Frontiers, N.E.W., Alternity, Ashen Stars, Uncharted Worlds, Serenity, Star Wars d6, the new Star Trek Adventures, and the list goes on. You've got a lot of competition for our hearts and minds, Paizo. Using A.C. just to keep it Pathfinder friendly may have been a mistake.

I hope not. Like I said, I really, really like StarFinder. I hope the best for it. But I think I'll stick with something, anything else that doesn't use Armor Class.


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Out of all the things they've done for Starfinder, I highly doubt using AC (because Starfinder runs on the d20 system so that's a given) is something that will break it for people.

Grand Lodge

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I like pie


So. What, exactly, is the problem with AC? And specifically, what exactly is the problem with AC in science fiction, that isn't present in fantasy? You seem outraged at the presence of AC, clearly, but you didn't really provide any explanation for *why* this is the case.


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Armor class Is way Too long.

I also like pie.


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Starfinder is *far* from the first sci fi with armor class. And given the power scale of Starfinder, it's the more practical system to go with. And armor class in Starfinder is not a Pathfinder-compatibility thing; it's a d20-compatibility thing, because Starfinder is still rooted in the same d20 system.

There are three basic models for how armor works, all valid in their own ways. Ablative, reductive, and deflective. Different games use these methods or combinations thereof for different reasons.

Ablative armor takes damage in your place. This is armor that gives you more hit points. Force fields are ablative armor.

Reductive armor reduces incoming damage. This can be by a flat amount (a la damage reduction), a dynamic amount (soak pools; not really present in Starfinder in any capacity), or a percentage (seldom used in Starfinder). This is the most logical form of modeling armor to most people, but has certain issues in implementation.

Then, there's deflective armor. This is the armor class model. The purpose of armor is to deflect attacks from vital points, making you less likely to be hit in a meaningful way.

Given the vast scale of power in d20 games, reductive armor is deeply problematic. You go from characters dealing two damage to two hundred, and varies widely from one character to the next. If you have flat reductive armor, a la current damage reduction, then you run into a problem where, once you start putting creatures of varying level even within a reasonable range together, you get divergence such that some characters have amounts of reduction that are just so low as to be irrelevant and others have reduction so high that lower-level characters literally can't hurt them, instead of just being unlikely to hurt them. If you go with a percentage-based reduction, you have to do complex math for every hit. Dynamic soak is another roll and more math to every attack.

Deflective armor, on the other hand? The armor class model? This isn't an archaic technique. Armor class exists in nearly every game, in one form of another. If you're rolling to hit someone, you need a difficulty to hit them, whether that's a static number or a dynamic dodge roll. If you have attack rolls scaling in any way, you also usually need the target number for a successful attack to scale as well, or you have guaranteed hits in short order. Whether it's ATN, attack difficulty, dodge TN, or whatever, it's there; it's just a question of how much you can interact with it and how you boost it.

It's the mechanic that works with d20.

Reductive armor as primary means works better with games that have a tighter numerical scale. Like how in Shadowrun, the difference between a pistol and an assault cannon is, like, the difference between 8 and 16 damage, and as you advance, you're going up one or two damage here or there. Even after a very long campaign, you're still on the same order of magnitude.

For a d20 game, that just doesn't work effectively, as damage gets so varied and granular.


In my experience, "reductive armor" ( what I tend to call soak ) only really works in:

1. Hardcore simulationist games like GURPS, where significant differences in protection vs firepower are expected to result in either invulnerability or red mist.

2. Games that use logarithmic damage curves, like most White Wolf games, where a single point increase or decrease in damage or defense represents an exponential growth or drop in actual effect. Admittedly, these *also* often involve invulnerability or red mist, but it at least involves more convenient numbers.


It also works on more constrained numerical scales, and in systems where you're expected to endure a few hits. If you know damage is going to be somewhere in the 5-10 range, you can make soak values that work.


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I don't know. Champions runs on reductive armor and that's not exactly a game with constrained numerical scales.

Honestly, there's little I can think of outside of D&D and its direct derivatives (d20/OSR stuff mostly) that works on an Armor Class model.


The mechanic is often similar, it just goes by different names. Usually in the form of some dodge value or pool, instead of it being structured as armor.

However, D&D has one of the most wildly disparate scales of any game out there, until you start getting into the metasystems like Hero system.

For most games, numbers are more constrained, and reduction is the more practical option. For d20, not so much.


I liked Star Wars Saga method which used reflex as your AC. Armour could provide AC but at higher levels, your reflex save would overtake it.


Great replies all around, thanks for the input. I was asked why I dislike AC so much, specifically in sci-fi. Actually, I dislike AC in every possible way, but I've learned to deal with it in D&D or Pathfinder, only because changing such a huge part of the foundation of the game would disrupt the whole system. I was hoping StarFinder would start off without it.

As for what I don't like about AC (the deflective style, according to Omnius's great post above) here are some of the highlights.

1) In an AC system, armor lasts forever. There's never any damage to armor or shields.

2) Higher AC armors such as (in the fantasy versions) Full Plate armor would make it easier to hit someone (because of thier limited mobility and vision), just much much more unlikely to actually do damage to them... which when combined with #1 makes it a bit ridiculous.

3) Light armor should have no effect on whether or not you hit your target... it's basically a tough layer of clothes.

4) Ranged weapons fire should never have the defender's AC a factor in whether or not she gets hit. A crossbow bolt can definitely penetrate even plate armor.

5) Can we finally just all agree that as fantastic and as long-lived is D&D / d20 / Pathfinder, the first version was crappy as far as system design goes, but it lasted so long only because there was so little competition for so many years?

Anyway, that's all just my .02 cents. I certainly didn't mean to antagonize, I was just venting a little frustration at something that has bothered me for a long time.

If anyone is interested in a system I've designed to replace armor class, I've posted a blog with details at dicemechanic.org. Even if you hate my ideas, I'd love some feedback on it. It's still being playtested, and there's kinks to work out.


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1) Generally true in most other systems as well. In Champions, for example, PD bought as Armor removes that many points of damage from every physical attack - no matter how many times you get hit. Tracking damaged equipment, armor or otherwise is below the detail level of most games.

2-4) True, but only because AC systems don't distinguish between "gets hit" and "does damage". You can not like that, but it doesn't make sense to argue about a distinction the rules specifically incorporate.

5) No, we can't. Whatever your opinion of D&D's original system design, it had plenty of competition even in the 70s. It certainly had a head start as the first, but it wasn't alone for long.

Liberty's Edge

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Tubistolero wrote:

Great replies all around, thanks for the input. I was asked why I dislike AC so much, specifically in sci-fi. Actually, I dislike AC in every possible way, but I've learned to deal with it in D&D or Pathfinder, only because changing such a huge part of the foundation of the game would disrupt the whole system. I was hoping StarFinder would start off without it.

As for what I don't like about AC (the deflective style, according to Omnius's great post above) here are some of the highlights.

For the record, it's not may favorite methodology either. I've always had some logic problems with it involving armor either working perfectly or not at all on each individual hit. That's weord.

Tubistolero wrote:
1) In an AC system, armor lasts forever. There's never any damage to armor or shields.

From a realism perspective, this actually isn't a problem with armor (though it is with shields). Real armor is pretty durable and might eventually wear out, but only over the course of very long periods of time, not a single fight.

Shields break pretty often, though.

Tubistolero wrote:
2) Higher AC armors such as (in the fantasy versions) Full Plate armor would make it easier to hit someone (because of thier limited mobility and vision), just much much more unlikely to actually do damage to them... which when combined with #1 makes it a bit ridiculous.

The first part is actually pretty much not true. Full plate is actually really flexible. People can do jumping jacks and cartwheels in it, for example. It is very heavy, which matters much more in a real fight than it tends to in games, but it's not actually particularly restrictive.

It reducing damage is indeed much more accurate than making one harder to hit, however.

Tubistolero wrote:
3) Light armor should have no effect on whether or not you hit your target... it's basically a tough layer of clothes.

Again, realistically, it would indeed reduce damage rather than the likelihood of being hit.

Tubistolero wrote:
4) Ranged weapons fire should never have the defender's AC a factor in whether or not she gets hit. A crossbow bolt can definitely penetrate even plate armor.

This is only partially true. I mean, yes powerful crossbows could penetrate plate in theory...but not reliably. If they hit at an angle they glanced off, for example. That being represented as the attack not hitting is valid enough.

Tubistolero wrote:
5) Can we finally just all agree that as fantastic and as long-lived is D&D / d20 / Pathfinder, the first version was crappy as far as system design goes, but it lasted so long only because there was so little competition for so many years?

Not exactly. D&D and all their successors enable a very particular style of game and do it very, very, well. People like that style of game, so they continue to be successful.

Tubistolero wrote:

Anyway, that's all just my .02 cents. I certainly didn't mean to antagonize, I was just venting a little frustration at something that has bothered me for a long time.

If anyone is interested in a system I've designed to replace armor class, I've posted a blog with details at dicemechanic.org. Even if you hate my ideas, I'd love some feedback on it. It's still being playtested, and there's kinks to work out.

For the record, my responses aren't intended to argue against doing this, I'm basically just being pedantic.


One reason (and a fairly significant one at that) why I love Anima Beyond Fantasy.

Your facility at not being hit isn't dependent on what armor you're wearing at all. Your armor is what applies after you've failed to successfully defend yourself. Lighter armors reduce the incoming damage by a low percentage and heavier armors reduce by a lot. And facing multiple levels worth of baddies doesn't matter so much since it's all proportional to the damage they're dishing out, whether a dozen points at low level cut to half or a few dozen points at high level also cut to half (and the remainder is, of course, damage to your hit points which will be appropriate to your level, and may tell you whether you can handle the baddie or should retreat).

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Tectorman wrote:

One reason (and a fairly significant one at that) why I love Anima Beyond Fantasy.

Your facility at not being hit isn't dependent on what armor you're wearing at all. Your armor is what applies after you've failed to successfully defend yourself. Lighter armors reduce the incoming damage by a low percentage and heavier armors reduce by a lot.

I'm afraid that isn't really true, at least not assuming you're using the original version of Anima (I haven't seen the second edition, since it didn't get released hardback in the States that I know of). Your armor just increases the amount they have to beat your Defense roll by 10 per point of armor you have. In essence this isn't any different than having an AC, except instead of having an AC of 10 + Dex + other bonuses, you'd be rolling 1d20 and adding your modifiers against each attack, then comparing your Armor bonus to see if that negated the attack.


The only issue I have is applying Dex to your AC vs. ranged attacks. You don't dodge bullets or other projectiles. Hit or miss is all about the shooters skill and/or cover.


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Pax Rafkin wrote:
The only issue I have is applying Dex to your AC vs. ranged attacks. You don't dodge bullets or other projectiles. Hit or miss is all about the shooters skill and/or cover.

You move/shift position with greater agility and speed, making you a harder target to begin with.


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Pax Rafkin wrote:
The only issue I have is applying Dex to your AC vs. ranged attacks. You don't dodge bullets or other projectiles. Hit or miss is all about the shooters skill and/or cover.

Not really. You don't directly dodge a bullet, that's certainly true, but a moving target is harder to hit than a stationary one and one moving quickly and unpredictably is harder still.

Dex isn't an unreasonable proxy for that.
No more so than anything else in RPGs.


Cydeth wrote:
Tectorman wrote:

One reason (and a fairly significant one at that) why I love Anima Beyond Fantasy.

Your facility at not being hit isn't dependent on what armor you're wearing at all. Your armor is what applies after you've failed to successfully defend yourself. Lighter armors reduce the incoming damage by a low percentage and heavier armors reduce by a lot.

I'm afraid that isn't really true, at least not assuming you're using the original version of Anima (I haven't seen the second edition, since it didn't get released hardback in the States that I know of). Your armor just increases the amount they have to beat your Defense roll by 10 per point of armor you have. In essence this isn't any different than having an AC, except instead of having an AC of 10 + Dex + other bonuses, you'd be rolling 1d20 and adding your modifiers against each attack, then comparing your Armor bonus to see if that negated the attack.

Um, yes, it really is true. You make your attack roll, they make their defense roll, shields come into play but armor means zilch at this point of the process, and if your attack roll is higher by any amount, you hit. If you have hit, their armor may negate the damage altogether if it's high enough (or if the margin by which you beat them is slim enough), though they are still put on the defensive. If you are also doing damage, the question of how much is dependent on the twin factors of how much your attack beat their defense and how good their armor is.

For example, if I make an attack roll totalling 180 and your defense roll totals 130, then my margin of success is 50. If you're wearing studded leather giving you a relatively low AT of 2 against my damage, then I'm dealing 30% of my base damage, regardless of how much my base damage is. If you had full heavy plate giving you a much better AT of 6 against my damage, then I didn't get to inflict any damage at all.

And as far as I know, that's true of the original and Core Exxet.

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Tectorman wrote:

For example, if I make an attack roll totalling 180 and your defense roll totals 130, then my margin of success is 50. If you're wearing studded leather giving you a relatively low AT of 2 against my damage, then I'm dealing 30% of my base damage, regardless of how much my base damage is. If you had full heavy plate giving you a much better AT of 6 against my damage, then I didn't get to inflict any damage at all.

And as far as I know, that's true of the original and Core Exxet.

But here's what I'm saying: In essence, that's exactly the same thing as AC. It removes a step, that's it. Now, it'd be closer if PF damage scaled up based up on how much you exceeded an opponent's AC by, but in the end, every game system has an AC, unless you automatically hit.


Cydeth wrote:
Tectorman wrote:

For example, if I make an attack roll totalling 180 and your defense roll totals 130, then my margin of success is 50. If you're wearing studded leather giving you a relatively low AT of 2 against my damage, then I'm dealing 30% of my base damage, regardless of how much my base damage is. If you had full heavy plate giving you a much better AT of 6 against my damage, then I didn't get to inflict any damage at all.

And as far as I know, that's true of the original and Core Exxet.

But here's what I'm saying: In essence, that's exactly the same thing as AC. It removes a step, that's it. Now, it'd be closer if PF damage scaled up based up on how much you exceeded an opponent's AC by, but in the end, every game system has an AC, unless you automatically hit.

Yes, every game either has auto-hits or something that the attacker must roll against to first score a hit. But how that process takes place and the role armor plays in whichever process the game in question happens to go with is still a factor. Onmius above described three different roles (ablative, reductive, and deflective) armor can take in various games. They all are ultimately AC with more or less steps but they are not the same process. The role of armor as Pathfinder presents it is deflective. The Anima process is reductive (and doesn't, I think, run afoul of the problems Omnius described because of how it's proportionally reductive and therefore relevant regardless of level). If you look at it through a skewed enough lens, sure, it will be the same as everything else. But it really isn't. The hows and whys matter.


thejeff wrote:
Pax Rafkin wrote:
The only issue I have is applying Dex to your AC vs. ranged attacks. You don't dodge bullets or other projectiles. Hit or miss is all about the shooters skill and/or cover.

Not really. You don't directly dodge a bullet, that's certainly true, but a moving target is harder to hit than a stationary one and one moving quickly and unpredictably is harder still.

Dex isn't an unreasonable proxy for that.
No more so than anything else in RPGs.

As well, if you are significantly faster than your opponent, you can just keep their muzzle not pointed at any of your important parts.


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Or if your sufficiently fast, you *can* dodge the projectile. We aren't talking a rigidly realistic system, after all, nor rigidly realistic characters. A 12th level Operative with Dex 26 probably *should* look like something out of the Matrix.


Tubistolero wrote:
I have, however, played D&D since the mid-70's, so I know how this system generally works.

It could be worse. Remember the previous incarnation of AC where lower was better, to the point of negative values. And with its abominable counterpart, THAC0.

Yes, I know, some people like this kind of AC and THAC0, because of good memories or because they like quirky rules. Personal preference and such...


SheepishEidolon wrote:
Tubistolero wrote:
I have, however, played D&D since the mid-70's, so I know how this system generally works.

It could be worse. Remember the previous incarnation of AC where lower was better, to the point of negative values. And with its abominable counterpart, THAC0.

Yes, I know, some people like this kind of AC and THAC0, because of good memories or because they like quirky rules. Personal preference and such...

THAC0, great acronym, terrible mechanic.


KahnyaGnorc wrote:
SheepishEidolon wrote:
Tubistolero wrote:
I have, however, played D&D since the mid-70's, so I know how this system generally works.

It could be worse. Remember the previous incarnation of AC where lower was better, to the point of negative values. And with its abominable counterpart, THAC0.

Yes, I know, some people like this kind of AC and THAC0, because of good memories or because they like quirky rules. Personal preference and such...

THAC0, great acronym, terrible mechanic.

Well it was better than just having the charts, like first edition. :)


Tubistolero wrote:

There are so many quality science fiction RPG's out there; Traveller (old or new), Star Frontiers, N.E.W., Alternity, Ashen Stars, Uncharted Worlds, Serenity, Star Wars d6, the new Star Trek Adventures, and the list goes on. You've got a lot of competition for our hearts and minds, Paizo. Using A.C. just to keep it Pathfinder friendly may have been a mistake.

All of the games you've listed are played by one-tenth (or less) of a player base than Dungeons and Dragons and Pathfinder together. For any of the its flaws, no one has made anything better stick in the minds of the average gamer. Personally, I liked Alternity's system of armor and wounds, but very few others seem to.

AC is kinda like Democracy to Winston Churchill - it's the worst, except compared to everything else. :)


Tectorman wrote:
Cydeth wrote:
Tectorman wrote:

One reason (and a fairly significant one at that) why I love Anima Beyond Fantasy.

Your facility at not being hit isn't dependent on what armor you're wearing at all. Your armor is what applies after you've failed to successfully defend yourself. Lighter armors reduce the incoming damage by a low percentage and heavier armors reduce by a lot.

I'm afraid that isn't really true, at least not assuming you're using the original version of Anima (I haven't seen the second edition, since it didn't get released hardback in the States that I know of). Your armor just increases the amount they have to beat your Defense roll by 10 per point of armor you have. In essence this isn't any different than having an AC, except instead of having an AC of 10 + Dex + other bonuses, you'd be rolling 1d20 and adding your modifiers against each attack, then comparing your Armor bonus to see if that negated the attack.

Um, yes, it really is true. You make your attack roll, they make their defense roll, shields come into play but armor means zilch at this point of the process, and if your attack roll is higher by any amount, you hit. If you have hit, their armor may negate the damage altogether if it's high enough (or if the margin by which you beat them is slim enough), though they are still put on the defensive. If you are also doing damage, the question of how much is dependent on the twin factors of how much your attack beat their defense and how good their armor is.

For example, if I make an attack roll totalling 180 and your defense roll totals 130, then my margin of success is 50. If you're wearing studded leather giving you a relatively low AT of 2 against my damage, then I'm dealing 30% of my base damage, regardless of how much my base damage is. If you had full heavy plate giving you a much better AT of 6 against my damage, then I didn't get to inflict any damage at all.

And as far as I know, that's true of the original and Core Exxet.

Well, that sounds nice and straightforward.

I have no idea how it works in practice, but just reading that and I'll stick with my AC thank you very much...


Stupid question, but did someone make a new generation of Star Frontiers? Because the only version I can recall existing is the original version. . . and "quality" is not a word I'd use to describe the game. Well, unless adjectives like "abominable" or "atrocious" were attached. Characters that made level 1 Warhammer Fantasy "heroes" look like paragons of competence, and scenario design that was filled with the worst kind of screw-yous.


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Gonna drop my thoughts on wounds systems since it's been brought up. I like it when 1HP is just as offensively viable, if not more than 100%. It keeps combat from being a death spiral, reduces the need to heal after every fight, and supports unique builds. For me, increasing penalties for injury is realism over fun.


Tubistolero wrote:

Great replies all around, thanks for the input. I was asked why I dislike AC so much, specifically in sci-fi. Actually, I dislike AC in every possible way, but I've learned to deal with it in D&D or Pathfinder, only because changing such a huge part of the foundation of the game would disrupt the whole system. I was hoping StarFinder would start off without it.

As for what I don't like about AC (the deflective style, according to Omnius's great post above) here are some of the highlights.

1) In an AC system, armor lasts forever. There's never any damage to armor or shields.

2) Higher AC armors such as (in the fantasy versions) Full Plate armor would make it easier to hit someone (because of thier limited mobility and vision), just much much more unlikely to actually do damage to them... which when combined with #1 makes it a bit ridiculous.

3) Light armor should have no effect on whether or not you hit your target... it's basically a tough layer of clothes.

4) Ranged weapons fire should never have the defender's AC a factor in whether or not she gets hit. A crossbow bolt can definitely penetrate even plate armor.

5) Can we finally just all agree that as fantastic and as long-lived is D&D / d20 / Pathfinder, the first version was crappy as far as system design goes, but it lasted so long only because there was so little competition for so many years?

Anyway, that's all just my .02 cents. I certainly didn't mean to antagonize, I was just venting a little frustration at something that has bothered me for a long time.

If anyone is interested in a system I've designed to replace armor class, I've posted a blog with details at dicemechanic.org. Even if you hate my ideas, I'd love some feedback on it. It's still being playtested, and there's kinks to work out.

1) Most everything lasts forever, not just armor. Maintenance is assumed. Accounting wear and tear on your stuff gets handwaved across the board, and including such a mechanic would be a deeply obnoxious extra layer of accounting.

2) Field of vision is limited, to a degree, yes, but mobility not nearly so much as you might think. One of the most terrifying things about a large, strong warrior in full, properly fitted armor is how much of their mobility they retain.

3/4) The job of armor in most cases is not to rigidly sit there and eat attacks by virtue of being really really strong.

Rather, their job is to divert incoming attacks away from vital spots. If you point a crossbow dead on at a suit of plate mail, yes, it has the raw power to punch through. However, if you shoot it off center or at an angle, it will glance off, because a suit of armor gains as much of its protection from its shape as its material. While ranged weapons can have the power to penetrate, you need to line up a much better shot to do it, which becomes even harder when your target sets into motion.

Likewise, lighter armors slip and glide and catch and distribute impact in ways that redirect impact, or are loose and flowing in ways that make it harder to identify the vital points to shoot. Even wearing a plain old poncho can genuinely (if only slightly) protect you from a variety of threats more than able to go straight through your poncho.

5) We can agree that d20 is long-lived.


dragonhunterq wrote:

Well, that sounds nice and straightforward.

I have no idea how it works in practice, but just reading that and I'll stick with my AC thank you very much...

Oh, you sweet, innocent cherub, that omits so much of what else goes on, it's not even funny. I didn't mention counterattacking or deliberately absorbing hits or how sneak attack is less a class-specific thing and more something everyone and their grandmother can do, it's just that Thieves and Acrobatic Warrior can manage it more consistently, for the sake of brevity.

Of course, Anima isn't as simple in use. It has Rolemaster in his heritage. I don't think any Anima-enthusiast would argue that it's easy or simple. I was saying that I like it for how conceptually straightforward it is, while avoiding the pitfalls of reductive AC that Omnius had noted. Armor comes into play when I expect it to and does what I expect it to do.

As opposed to, say, a system where a typical 20th-level Fighter has no inherent improvement to his ability to defend himself than he did at 1st. At best, he's got Dex stat increases and maybe the Dodge feat. Whoop-de-do. For all the Base Attack Bonus he gets, conceptually, I expect a Base Defense Bonus, too. I've finally caught up on all the Pathfinder Tales novels and in all the countless battles portrayed therein, the various warriors are written like they know as much about defending themselves as they do about attacking. They're not written as though they're relying on their various armor or ring or amulets, but as though all the times they successfully defend themselves are things they could do again without armor.

In comparison with the conceptual dissonance of 3.X's AC, I can handle some slightly more complex math.


Tectorman wrote:
As opposed to, say, a system where a typical 20th-level Fighter has no inherent improvement to his ability to defend himself than he did at 1st. At best, he's got Dex stat increases and maybe the Dodge feat. Whoop-de-do. For all the Base Attack Bonus he gets, conceptually, I expect a Base Defense Bonus, too. I've finally caught up on all the Pathfinder Tales novels and in all the countless battles portrayed therein, the various warriors are written like they know as much about defending themselves as they do about attacking. They're not written as though they're relying on their various armor or ring or amulets, but as though all the times they successfully defend themselves are things they could do again without armor.

Of course, conceptually, the 20th level fighter can defend himself better: That's what a lot of those hit points represent. Being better able to avoid damage, not just take more axes to the face without flinching.

It's all abstracted and there are conceptual problems with that too, but they're not quite that simple.


Armor class is massive simplified abstraction to make sure the simulation is fast and easy. Asking the questions "What about hitting less armored areas (aka called shot systems)?" or "What if armor did not make it harder to hit but harder to damage (aka armor as dr systems)?" is asking for deeper, more complex simulation of defensive systems.

But deeper and more complex simulations always ask for more math and math is not fast. Video games have it easy, they can implement anything you want and the computer just grinds the numbers and does that instantly. But tabletops still gotta manage with mental calculations only, every combat encounter should not have on paper calculations to it.


Tubistolero wrote:
5) Can we finally just all agree that as fantastic and as long-lived is D&D / d20 / Pathfinder, the first version was crappy as far as system design goes, but it lasted so long only because there was so little competition for so many years?

What do you mean, "so little competition" ? We had the timeless Bunnies & Burrows !

Cydeth wrote:
But here's what I'm saying: In essence, that's exactly the same thing as AC. It removes a step, that's it. Now, it'd be closer if PF damage scaled up based up on how much you exceeded an opponent's AC by, but in the end, every game system has an AC, unless you automatically hit.

Well, no, not really. Because in Anima, getting successfully hit (attack roll > defense roll), even if your armor deflects the blow (% of damages reduced to 0), deprives you of the right to perform any kind of active action until the end of the turn. This drastically changes the flow of battle.


OP: Here are some places to get ideas.

Check out Fantasy Age. I think you'll like how they do it. Armor reduces damage. Heavy armor also makes it easier to be hit while light armor allows you to use your agility. I like the combat system a lot. The magic system though is very lacking. For a sci-fantasy version try Valkana. It's a level based system but with less dramatic scaling than Starfinder.

A Song of Ice and Fire RPG/Chronicle System is good too at simulating what you are after.

The One Ring makes armor and being hit separate propositions too and adds interesting mechanics to the injury potentials.

Star Wars Saga, which obviously was borrowed from for Starfinder, uses better of character level and armor bonus for "AC" (called Reflex).

Star Wars FFG does armor/soak and getting hit separately but I'm not a fan of their Force and starship rules. Numenera too.

Also, being a d20 game does not mean armor has to have any say in whether you are hit. Mutants and Masterminds separates the proposition of being hit from the effectiveness of armor to mitigate damage.

I'm really not surprised AC is in this game. They did make the effort to distinguish EAC and KAC at least, though that seems minimally differentiated mechanically. But DR and shields were there for the taking and they passed. But I can live with it, though I agree it's totally worthy of a frank discussion in the hobby we all love.

Now the discrepancy between 2d4 and 17d6 rifles is a little harder for me to stomach. But I like the game at low level so far so I'll reserve judgement.

Boy did they nail starship combat though, which ironically incorporates a teasing peek at the mechanics that you are looking for.

Also I do like the armor categories Omnius delineated but you forgot "plot armor"--the best kind sometimes ;).


thejeff wrote:
Tectorman wrote:
As opposed to, say, a system where a typical 20th-level Fighter has no inherent improvement to his ability to defend himself than he did at 1st. At best, he's got Dex stat increases and maybe the Dodge feat. Whoop-de-do. For all the Base Attack Bonus he gets, conceptually, I expect a Base Defense Bonus, too. I've finally caught up on all the Pathfinder Tales novels and in all the countless battles portrayed therein, the various warriors are written like they know as much about defending themselves as they do about attacking. They're not written as though they're relying on their various armor or ring or amulets, but as though all the times they successfully defend themselves are things they could do again without armor.

Of course, conceptually, the 20th level fighter can defend himself better: That's what a lot of those hit points represent. Being better able to avoid damage, not just take more axes to the face without flinching.

It's all abstracted and there are conceptual problems with that too, but they're not quite that simple.

And then apply it to vehicles/spacecraft and suddenly a high-level soldier has a good enough attack bonus that he can shoot a pistol at a tank and eventually destroy it. Armour and weapon penetration really are badly modelled by AC and attack bonus.

I suppose given that hit points originally came from naval wargames, it shouldn't be a surprise that they've gone back a few times without evolving inbetween.


Bluenose wrote:
thejeff wrote:
Tectorman wrote:
As opposed to, say, a system where a typical 20th-level Fighter has no inherent improvement to his ability to defend himself than he did at 1st. At best, he's got Dex stat increases and maybe the Dodge feat. Whoop-de-do. For all the Base Attack Bonus he gets, conceptually, I expect a Base Defense Bonus, too. I've finally caught up on all the Pathfinder Tales novels and in all the countless battles portrayed therein, the various warriors are written like they know as much about defending themselves as they do about attacking. They're not written as though they're relying on their various armor or ring or amulets, but as though all the times they successfully defend themselves are things they could do again without armor.

Of course, conceptually, the 20th level fighter can defend himself better: That's what a lot of those hit points represent. Being better able to avoid damage, not just take more axes to the face without flinching.

It's all abstracted and there are conceptual problems with that too, but they're not quite that simple.

And then apply it to vehicles/spacecraft and suddenly a high-level soldier has a good enough attack bonus that he can shoot a pistol at a tank and eventually destroy it. Armour and weapon penetration really are badly modelled by AC and attack bonus.

I suppose given that hit points originally came from naval wargames, it shouldn't be a surprise that they've gone back a few times without evolving inbetween.

And now I'm thinking of that scene in Fullmetal Alchemist where Bradley takes down a tank with swords and a single grenade.


Bluenose wrote:
And then apply it to vehicles/spacecraft and suddenly a high-level soldier has a good enough attack bonus that he can shoot a pistol at a tank and eventually destroy it. Armour and weapon penetration really are badly modelled by AC and attack bonus.

That's what DR and Hardness simulate.

(They're not really essential gameplay features if all you're trying to simulate is 'heroic warrior stabbing a monster', so a lot of systems don't bother with them.)


Also, every system is going to have flaws and weaknesses. Even a perfectly accurate system, whose weakness will be "way the hell too complicated for practical use".

Just make sure to give anything that's supposed to be super tanky hardness/DR. And if a PC or NPC can still kill it by stabbing it with a sword, well, clearly they are just that superhumanly badass. This is Starfinder, not GURPS World War I.

Silver Crusade RPG Superstar 2014 Top 16

Alternity, so far my favorite Sci Fi System, had an AC like value to determine if a hit happens. How well you hit was figured into that. Once a hit is determined, damage was rolled, armor then came into play and could reduce the damage that went through to the wearer.

Sounds more complicated than it is. Attacker rolled to hit, then rolled damage. Defender rolled armor. What was left defender took as damage.


Tubistolero wrote:
So StarFinder is compatible with Pathfinder.

Okay, you've already lost me. Sure, you can CONVERT from Pathfinder to Starfinder, but you can't convert in the other direction, so I wouldn't say they're compatible.

Tubistolero wrote:
I've gotta ask, though. Armor Class? In science fiction? Really? I had high hopes that somehow they'd finally put to rest that tired, unrealistic, awkward, old-fashioned system and stepped forward into the future.

If you hate Armor Class so much, why are you playing d20 system games? There are plenty of other system types.

Tubistolero wrote:
StarFinder in my opinion is extremely well done, very fleshed out, has a great background, excellent player races/classes...

What...?

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