| BlueChloroplast |
I'm playing in a Pathfinder game right now with homebrewed Armour as DR and Active Defense (dodge/parry based on dex/str) for melee attacks. (The GM has also ecouraged us to be descriptive in what we do).
You get a number of penalty-free defense rolls per round equal to the number of attacks you can do. I think the penalty after that is a cumulative -2 (I'm not a melee fighter). The DR is equal to the AC bonus plus the magic bonus, and is DR/magic unless it is magic armor then it is DR/Adamantine. We went back to using CMB/CMD instead of attack/defense rolls for combat to let things specialize in them and it not just being str/dex.
The active rolls are a lot more work for the GM who is running the enemy combatants but he enjoys the system (he also likes the ripose the Swashbuckler does). Ranged attacks hit a "passive AC" which is 10+dex, no defense unless you have deflect arrows or some supernatural skill to react to very fast small things (this is to represent ranged weapons beinga big danger IRL).
The system is fun but I'm not playing the standard system now to compare it. It has been working pretty well but we've only gone from level 5 to level 7. As well it is a homebrew setting and the encounters are customized (but the GM says you have to do that anyways and finds encounter Challenge Rating to be unhelpful as parties vary too much). We've tweaked stuff like multiple hits being bad by giving the wizard archer Clustered Shot (only take off DR once) for free.
TLDR: It is more work and slows down combat but is more active and descriptive (the GM's goal in implementing it). It has been working for my group but the GM will need to do more work. You will probably have to tweak it and we have only used it for levels 5 to 7.