UC: armor as DR alternative rules


Pathfinder First Edition General Discussion

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I'm curious what the masses think of this optional rule system?

I've read one persons commentary online, bashing the system, but I'm curious what the pros think.

I like it a lot, except maybe the way crits are confirmed. The system gives reason now to choose heavy vs light now, instead of the standard AC race.

I want to add it to my games, but don't want to change the table unless I'm sure. So I open the boards for discussion: yes or no and why?


I'm gonna use it in my next game, albeit slightly houseruled so it's not too harsh on our fighters.

Changes are: +1 weapons ignore light armor DR, +2 ignore medium, +3-5 ignore heavy armor. Huge(not large) and larger ignore armor DR.

That way, our fighters won't reset to 10-12defence(ac) when something larger comes going, but he wouldn't wanna overly charge something larger than an ogre, though we may opt to remove that as well, because if the armor is less effective due to size and force of a huge creature, why isn 't shield effected?

And it kills the scenic image of a fighter bashing it out with a dragon, who now has to cover due to 10-12 ac while the rogue and monk go all out melee with it.

As for crit confirmation? it hurts my head.


I don't see the problem people have with it WRT larger creatures. Only non-magical armor with no natural armor is bypassed by Large creatures. Magical armor requires Huge creatures to bypass, magical armor with natural armor (as from an amulet of natural armor which is only 2,000gp) bumps that up to DR/- needing a Gargantuan creature to bypass. Making the armor adamantine--which is usually not worth the cost for heavy armor in a normal game--bumps that all the way to Colossal.

I can recall exactly one time in the last six years of Pathfinder gaming that PCs in any party I've been in or DMed for have encountered a Colossal creature, and Gargantuan creatures are quite rare.

EDIT: The crit confirmation rules are definitely a bit complicated, though.


I wasn't aware that different sources for DR/armor changed which size can affect it. Any chance you can copy/paste that section or paraphrase/point to it?


It's a pair of tables, so it won't copy/paste well.

Basically, non-magical armor gives you DR/magic, magical armor gives you DR/adamantine, and adamantine armor of any stripe gives you DR/-. Those DRs are bypassed by Large, Huge, and Gargantuan creatures, respectively.

I was wrong about the natural armor thing, though. That requires a source of non-armor DR to actually have an effect on anything, now that I re-read the rules. If you do have DR from a source that isn't armor, though, natural armor will improve the "type" of DR you have and the size of the creature that can bypass it by one step. For example, a Barbarian with inherent DR/- and some form of natural armor (an amulet or the Ironhide feat, etc) gets DR/- that can't be bypassed by anything smaller than a Colossal creature. If he only had DR/magic from the Barbarian class feature, he'd get the better of DR/adamantine (bypassed by Huge creatures) or the DR provided by his armor (which would only be better if it was adamantine armor), although the amounts of DR still stack.

Let's use an actual example. We have a level 10 Armored Hulk Barbarian with +1 adamantine full plate and an amulet of natural armor +1. The full plate provides 10 points of DR and his natural armor provides 1; these stack together for a total of DR 11. He also has DR 2/- from class levels which is independent of his armor; this also stacks, giving him DR 13, at least 2 of which applies to every attack. The type of armor DR and the size of the creature that can bypass it are determined by the composition of the armor, the presence of non-armor DR, and the presence of natural armor. Adamantine armor gives DR/-/Gargantuan. Natural armor combined with natural DR/- gives DR/-/Colossal. You take the better of those two values, giving the Armored Hulk in question a final DR of 13/-; Colossal creatures automatically bypass 11 of that DR, but the 2/- from the class feature cannot be bypassed.


Globetrotter wrote:

I'm curious what the masses think of this optional rule system?

I've read one persons commentary online, bashing the system, but I'm curious what the pros think.

I like it a lot, except maybe the way crits are confirmed. The system gives reason now to choose heavy vs light now, instead of the standard AC race.

I want to add it to my games, but don't want to change the table unless I'm sure. So I open the boards for discussion: yes or no and why?

I am not a fan of the Armor provides DR rules.

Normally:

More often then not non-combat classes often have a hard enough time landing a successful hit in melee against their enemies, but when they do manage to score a hit they often get to do some damage. The Wizard who is out of spells may not make an idea melee combatant, but at least when he does score a hit he maybe doing some damage to whatever he hit.

With Armor providing DR:

You need to have a weapon that does a D8 damage or more, and combine that with a high Strength score to have a chance of damaging any foe wearing the equivalent of Medium Armor or better.

Wizard with a Quarter Staff: 1D6 -5 through -9 depending on foe's armor

Bard with a Rapier: 1d6 - 5 through -9 depending on foes armor

Cleric with Mace: 1d6 -5 through -9 depending on foes armor


Now that I think bout it, got a bit flabbergasted by how few weapons would hurt someone in heavy or medium armor :/


It's only an issue at very low levels, and generally only in non-full-BAB-humanoid vs full-BAB-humanoid scenarios.

The only real problem I have is that even chainmail basically prevents the vast majority of Small or smaller non-swarm, non-magic creatures from hurting you except on crits.


I've gotten around this by adding an 'Armor Piercing' weapon quality to my game. Guns have it automatically within the first range increment and pierce all DR, but blunt and some piercing weapons also have this property. Really all it does is ignore half the DR granted by mundane armor.

This way weapons historically used to pierce or crush through heavy armor still serve that function in D&D. Now its worth taking a mace over a longsword if you know you're going into a place where armor is prevalent like a castle or a military camp.


Might use it for my CC game when Kingmaker closes up, but probably with a few changes. Haven't looked too closely at them yet.

I'd prefer size differences over determined sizes to bypass DR.

May be used with vigor/wounds system, but that will also be revised I think, to be more similar to WH40K RPG rules.


I wonder if Paizo tried to balance this with the wealth by level tables.

True, a low level character isn't going to do much vs full plate, but no one has full plate at the early stages (well, no NPC anyway).

As you get higher level you do more damage and also get access to better armor.
Of course spells still bypass DR, so that acid splash still does damage.


Any other thoughts floating around?


Fozbek wrote:

It's only an issue at very low levels, and generally only in non-full-BAB-humanoid vs full-BAB-humanoid scenarios.

The only real problem I have is that even chainmail basically prevents the vast majority of Small or smaller non-swarm, non-magic creatures from hurting you except on crits.

I believe that thinking the problem is limited to lower levels is inaccurate.

The only way the Bard's Rapier, the Cleric's Mace, or the Wizard's Staff is ever going to see modifiers that increase damage out put will be when they are high enough level to find magical weapons or if they start investing in raising their Strength Attribute. By the time the Bard, Cleric, or Wizard start getting Magical Weapons to help over come Armor's DR, the people and or creatures they are likely going to be fighting will have Magical Armor which effectively negates the advantage of having a magical weapon.

Wizard with a Quarter Staff +1: 1D6 -6 through -10 depending on foe's armor

Bard with a Rapier +1: 1d6 - 6 through -10 depending on foes armor

Cleric with Mace +1: 1d6 -6 through -10 depending on foes armor

I am of the opinion that Armor Providing DR instead of AC can work and can be a very fun game mechanic, if the game you are playing is created from the ground up with that mechanic in mind, but that Armor providing DR is FAIL in regards to being a mechanic that can easily be slapped onto an already existing game system such as Pathfinder.

Armor providing DR really does create far more trouble and problems then it is worth in my opinion, but instead of listing the potential troubles I can foresee I will instead provide a link to a man who knows a hell of a lot more about d20 mechanics then myself.

Sean K Reynold's Rant on Armor Providing DR


JMecha wrote:
Fozbek wrote:

It's only an issue at very low levels, and generally only in non-full-BAB-humanoid vs full-BAB-humanoid scenarios.

The only real problem I have is that even chainmail basically prevents the vast majority of Small or smaller non-swarm, non-magic creatures from hurting you except on crits.

I believe that thinking the problem is limited to lower levels is inaccurate.

The only way the Bard's Rapier, the Cleric's Mace, or the Wizard's Staff is ever going to see modifiers that increase damage out put will be when they are high enough level to find magical weapons or if they start investing in raising their Strength Attribute. By the time the Bard, Cleric, or Wizard start getting Magical Weapons to help over come Armor's DR, the people and or creatures they are likely going to be fighting will have Magical Armor which effectively negates the advantage of having a magical weapon.

You're right, but my point was that, past those first few levels, spellcasters (who are the ones who typically don't do much damage with physical attacks) won't need to physically attack any more. By 5th level, the Wizard isn't really going to be using his crossbow any more. Ever. Also, you're discounting buffs. That Bard? Try adding Inspire Courage, bull's strength, enlarge person, etc.

Also, you're forgetting that there are modifiers. For example, being grappled or entangled halves the DR provided by armor. Throw a tanglefoot bag or cast an entangle or web and suddenly everyone can hurt the turtled-up Fighter.


Thanks for posting the link.

I am still not sure about the damage limitations, so devil's advocate walking...

Clerics normally use a d8 weapon and drop a 14 into STR.

1d8+2

Power attack: 1d8+4

Who knows what spells or extra goodies he has, so let's just round for arguments sake to 1d8+6

Since the chances to hit are much higher (defense vs AC), he will do damage more often. Now, we have to assume for this argument that everyone is not wearing full plate, since most people don't. I do see a lot of chain mail and breast plate, so let's base this off breast plate. That means on a successful hit, he is taking 1-8 points of damage, since the DR of 6 cancels out the static modifier.

This is less, but he is hitting more often and with a 3/4 BAB since defense is much lower than AC. is it a wash?

Fighters are harder to kill, rogues are harder to hit. Makes sense to me, :)


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The system is very alluring to me and the way it is presented in UC is pretty simple and easy to use (obviously the designer's main goal IMHO).

Obviously this system is for those who cringe when they see a giant's maul "bounce off" a warrior's armor, their suspension of disbelief shattering as the warrior's armor should.

However, the "size override" rule is so simple that it's nonsensical. For example, a storm giant is a huge creature. According to the bestiary, they use armor. Unless they all wear adamantine armor, they all ignore each other's protection by default. Makes no sense. A "+1 size difference in favor of attacker ignores mundane, +2 size ignores magic" modification solves this without much added complexity. I personally think a +2 size difference should ignore shield as well.

As for the problem with dagger v. full plate... simply allow a "called shot" for "gap in armor", basically letting people use the original AC system when it benefits them solves this. Probably this should be limited to light weapons to avoid high-BAB characters abusing it.

That last thing kinda solves a lot of hidden issues as well. So far I've found that the "armor as DR" system inflates the value of power attack, while simultaneously decreasing its negative effect, since defense is usually much lower than AC and thus a few points off the attack bonus (which itself takes a great hit in value) doesn't count for as much.

I also take issue with magic weapons ignoring armor regardless of their bonus. Since you can make your weapon magical already with a 1st level spell, this devalues mundane armor way too much. I'd propose something like: +1 magic weapons ignore 3 DR/armor. +2 halves DR, while +3 and above ignores it as in UC.

Uhh, I probably wrote too much already.

TL;DR: The system as presented in UC should not be used as-is. It does, however provide a solid foundation for refinement.

Dark Archive

Has anyone tried the new DR rules with the piecemeal armor rules? I'd be very interested in this...


one thing that always bugged me about armor as DR is that it reduces the AC of all characters but nobody gets to improve AC as they level up.

I mean, the guy gets better at hitting things but not at avoiding getting hit? I was so sure there would be a defense by level table next to the armor as DR one...


golem101 wrote:
Has anyone tried the new DR rules with the piecemeal armor rules? I'd be very interested in this...

So you'd need to check which location had been hit and the DR applied to that area, sounds very much like WHFRPG

Dark Archive

I was thinking more to an overall contribution to DR value just as the overall contribution to AC.
The standard piecemeal subsystem AFAIK does not include the location checking.


golem101 wrote:

I was thinking more to an overall contribution to DR value just as the overall contribution to AC.

The standard piecemeal subsystem AFAIK does not include the location checking.

No it doesnt require to hit location IIRC


I only looked at it briefly, but from what I saw it didn't contain any differentiation for damage types, which was really what I wanted out of the system. Chainmail, for example, would be way less effective against a bludgeoning weapon than a sword. It stops the sword from cutting through you, but it does nothing to slow the momentum of a mace.

It's probably too difficult to implement, and too easy to abuse though. I might experiment with it at some point.

Dark Archive

A few of us started taking about this and the wounds system -

link

I like Armor as DR, I just think (as SKR suggested) it will take a large amount of detail and thought to make it work for 3rd ed.

The thing I am shifting to is halving the values of AC so it is part DR and part AC (abstract as deflection, penetration, etc). So a suit of Splint Armor would add +3 DR and +4 AC (to be hit).

The reason why I like the divided approach is that low damage attackers/low damage attacks actually have a chance at hurting the armored target.

My biggest beef with Armor as DR (as presented) is that the weapons in 3rd ed have such horrible damage ranges that the system gives very little to work with.

Bill McGrath wrote:
Chainmail, for example, would be way less effective against a bludgeoning weapon than a sword. It stops the sword from cutting through you, but it does nothing to slow the momentum of a mace.

This can be fixed by giving each weapon or armor a DR signature. So using the offered system:

Chain would be DR 6 (S:8/P:6/B:4)

The above would be going by the suggested to hit bonus/negs by weapon from 2nd ed AD&D. Just as an example, and yeah – more work.

The way I look at it is that nothing good is easy. A system like this would require a re-evaluation of many aspects of the game - how feats and attacks work, magic armor, etc.


Auxmaulous wrote:
The thing I am shifting to is halving the values of AC so it is part DR and part AC (abstract as deflection, penetration, etc). So a suit of Splint Armor would add +3 DR and +4 AC (to be hit).

This is how the 3.5 version worked, and it's completely and utterly useless. It's a picture-perfect case of trying to do two things and utterly failing at both. You're halving the AC, so you get hit way more often, but you don't get enough DR to make up for it. You end up taking more damage in pretty much every single circumstance.

Dark Archive

Fozbek wrote:
Auxmaulous wrote:
The thing I am shifting to is halving the values of AC so it is part DR and part AC (abstract as deflection, penetration, etc). So a suit of Splint Armor would add +3 DR and +4 AC (to be hit).
This is how the 3.5 version worked, and it's completely and utterly useless. It's a picture-perfect case of trying to do two things and utterly failing at both. You're halving the AC, so you get hit way more often, but you don't get enough DR to make up for it. You end up taking more damage in pretty much every single circumstance.

LIKE I SAID

Quote:
A system like this would require a re-evaluation of many aspects of the game - how feats and attacks work, magic armor, etc.

There is a good chance that with an alternate system (and as SKR suggested) you would have to examine the whole system for balance.

Tacking on DR as AC substitute under the current rules will not work.
You need to look at to-hit bonuses, bonus damage from Str, all the extra damage added to weapons via magic (item creation of combat spells), none of these variants rules offered exist in a vacuum. Other changes would have to be made to make the whole thing work.

The reason why retaining part of the AC as AC and not all DR:
It helps lighter armor/Dex combatants. If you eliminate physical armor AC and just have DR then all you are going to end up with is Dex bonuses as AC = always being hit.
Since armor has been removed from their defense paradigm, their Ac will plummet out of appropriate range and the yare sunk.
Under these rules high DEX/light armor combatants are going to get slaughtered since their Dex mod isn't going to be enough to protect them.

At one point you have to institute a change in the way numbers add up.

They key here is functionality, to have a system where AC drops considerably you are going to have something else in the system that gives - in this case it would be all the stackable bonuses that are given to combatants.

For this to work you either have to lower some of the "to hit" bonuses all combatants get or increase the Dex/AC value for light/no armor - since now AC would reflect attack avoidance.

Either way it's a major change.


I haven't seen the UC system, but how about this:

Double all armor ACs. Any hit that hits the (now much higher) normal AC faces no DR. It didn't go through the armor. Any hit that misses normal AC but hits touch AC faces DR/universal equal to the armor value under the normal system.

If a crit confirms against the normal AC it bypasses DR. If it confirms against touch AC it faces doubled DR.

Hard hitting monsters will essentially attack for reduced damage against touch AC so there's no reason to do any size category comparing. The benefits are already considered in the damage dice changes and strength modifiers

Extra work amounts to checking each attack roll against twice as many values.

Deep critting weapons get a boost in that they can confirm against touch AC and still do massive damage making the horseman's pick the armor piercing terror it's supposed to be. Wide crit weapons will usually only double their post-DR damage, removing the curved weapon bias introduced by the critical focus tree.

Vital Strike will no longer suck. It might even turn out a little too good. Power Attack may be weaker. It makes it easier to push through DR, but harder to get around it. Improved Critical (scythe, axe, or pick) probably gets better since it makes the weapons that push through DR on crits more likely to crit.

The Falcata probably gets more broken and should possibly be banned or nerfed with this system.


Auxmaulous wrote:

The reason why retaining part of the AC as AC and not all DR:

It helps lighter armor/Dex combatants.

No, it doesn't. It hurts them just as badly, possibly even worse, than it hurts heavy armor wearers. Dropping their AC by 4 (+5 chain shirt is 9 AC/2 = 5 AC, 4 DR) to give them DR 4/whatever is NOT a good trade. That amount of DR is meaningless, and the extra hits from the AC penalty more than makes up for the small amounts of damage they reduce from each hit.

Further, it "helps" them by completely screwing over heavier armor combatants.

And, anyway, it's not true that removing armor bonuses to AC completely screws over light armor combatants, especially since the system as written gives enhancement bonuses to both AC and DR. Bracers of armor +8 under the UC Armor as DR system are only 1 AC worse than a +5 chain shirt in the normal system, and still provides DR 8/adamantine.


And because I know someone's going to call me on the enhancement bonus double dipping, here's the citation:

Ultimate Combat wrote:

Defense = 10 + shield bonus + Dexterity modifier + other modifiers (including armor’s enhancement bonus, but not armor bonus or natural armor bonus)

--

Armor in this system keeps all of its normal statistics and qualities, but its armor bonus (including any enhancement bonus added to armor bonus and natural armor bonus) is converted to DR/armor.

Dark Archive

Fozbek wrote:

And because I know someone's going to call me on the enhancement bonus double dipping, here's the citation:

Ultimate Combat wrote:

Defense = 10 + shield bonus + Dexterity modifier + other modifiers (including armor’s enhancement bonus, but not armor bonus or natural armor bonus)

--

Armor in this system keeps all of its normal statistics and qualities, but its armor bonus (including any enhancement bonus added to armor bonus and natural armor bonus) is converted to DR/armor.

Uh no, Bracers add an "Armor Bonus" not an "Armor Enhancement Bonus", the braces sub as armor.


Auxmaulous wrote:
Uh no, Bracers add an "Armor Bonus" not an "Armor Enhancement Bonus", the braces sub as armor.

That's a pretty narrow ruling that totally misses the intent of the rule, but fine. You're still completely ignoring my point. Dividing the Armor bonus between DR and AC actually hurts light armor wearers.

Compare:

+5 chain shirt under your system: +5 AC, DR 4/armor
+5 chain shirt under Paizo's system: +5 AC, DR 9/armor

And for further argument's sake:

+5 full plate under your system: +7 AC, DR 7/armor
+5 full plate under Paizo's system: +5 AC, DR 14/armor

Dark Archive

Fozbek wrote:
Auxmaulous wrote:

The reason why retaining part of the AC as AC and not all DR:

It helps lighter armor/Dex combatants.

No, it doesn't. It hurts them just as badly, possibly even worse, than it hurts heavy armor wearers. Dropping their AC by 4 (+5 chain shirt is 9 AC/2 = 5 AC, 4 DR) to give them DR 4/whatever is NOT a good trade. That amount of DR is meaningless, and the extra hits from the AC penalty more than makes up for the small amounts of damage they reduce from each hit.

Further, it "helps" them by completely screwing over heavier armor combatants.

Reading comp FAIL

Auxmaulous wrote:

You need to look at to-hit bonuses, bonus damage from Str, all the extra damage added to weapons via magic (item creation of combat spells), none of these variants rules offered exist in a vacuum. Other changes would have to be made to make the whole thing work.

They key here is functionality, to have a system where AC drops considerably you are going to have something else in the system that gives - in this case it would be all the stackable bonuses that are given to combatants.

For this to work you either have to lower some of the "to hit" bonuses all combatants get or increase the Dex/AC value for light/no armor
At one point you have to institute a change in the way numbers add up.


Right, so your way you have to change the entire combat system. Paizo's way, you don't.

I know which sounds like a workable and viable idea to me.


So, we can all be friends, right?

I'm planning on playtesting the rules this weekend. I'm done crunching numbers and want to see what the Paizo guys really came up with.

I'll post my thoughts after the first session. Then, if I remember, I will post my second game conclusions.

I will run the game, RAW, I don't want to houserule everything. It will be hard enough converting all the encounters on the fly.


I think it'll work out OK with Paizo's system except, as I've mentioned, against very weak opponents and against low-level spellcasters. Those are weaknesses of the system.

I do believe that the intent of the system is to provide magical bonuses to AC to both Defense and DR, so I will be ruling that bracers of armor work for both in my own games. I am interested in hearing the results of your game this weekend, Globetrotter. Please keep us updated!

Dark Archive

Globetrotter wrote:

I'm planning on playtesting the rules this weekend. I'm done crunching numbers and want to see what the Paizo guys really came up with.

I'll post my thoughts after the first session. Then, if I remember, I will post my second game conclusions.

I will run the game, RAW, I don't want to houserule everything. It will be hard enough converting all the encounters on the fly.

If you run a low level party with secondary fighters (rogues, clerics) then you may have some issues with 1d6 or 1d8 unmodified damage ranges getting through even low armor. As players level up and get a little more damage out potential then it becomes less of an issue.

I would keep my eye on the second stringers getting frustrated going melee and not doing much (or any) damage even if they hit every round.


What about converting half of the damage soaked into nonlethal damage?

About 2 years ago I co-DM'd a no-magic (for PCs) 3.x game, and we used the following armor as DR rules (there were no firearms, so please take that into account):

1. Armor granted its normal AC bonus.
2. Armor granted DR equal to the AC bonus, though half (rounded up) was nonlethal damage. Minimum damage was 1 point of nonlethal damage.
3. Shields became Deflection bonuses (not sure how this would interact with stacking with magic deflection- probably just alter what a shield bonus applied to.)
4. Finesse fighters used a Conan-esque method of ignoring armor.
5. Each class had a scaling Defense Bonus. Either Defense or Armor applied, not both.
6. Can't remember the other house rules (I think crits ignored DR, larger creatures ignored non-magical DR if 2 sizes bigger, and the like).

Wasn't the best, but it ran well enough. Low-level fights took much longer, but getting knocked unconscious was a reality. Fun, but cumbersome.

Found this link, it could work easily, too:

LINK

Scarab Sages Reaper Miniatures

My question is Magic, by the variant system RAW:

It's not unreasonable for a PC to have by level 3 a +1 weapon. Most APs will include one or two by the end of the first book.

Now, that PC completely negates the DR armor provides, and the enemies will now have consistently lower ACs - or am I misreading that?

There's also no indication that +2 armor isn't bypassed by a +1 dagger. So my +2 scale mail means my AC/Defense is still 14 (it was 12 but went up by 2 for the magic armor), but that rogue with a +1 dagger just negated all of my DR. I was hoping for some sort of "magic armor trumps weapons" clause - +1 armor means that +1 weapons no longer autobypass. +2 weapons trump +1 armors, but in a tie, armor wins.

You guys have spent a lot of energy on the hypothetical 20th level character in +5 plate, I really want to see how this works on the level 4 guy with a +1 chain shirt versus the rogue with the +1 dagger, because I'm not spending months of my adventuring career at level 20, but I do spend a lot of time at levels 1-6...


I've always been a proponent of armor as DR. I think it makes more sense. the one thing I would add is an AC bonus based on class and level like the Conan RPG.


Bryan Stiltz wrote:

My question is Magic, by the variant system RAW:

It's not unreasonable for a PC to have by level 3 a +1 weapon. Most APs will include one or two by the end of the first book.

Now, that PC completely negates the DR armor provides, and the enemies will now have consistently lower ACs - or am I misreading that?

There's also no indication that +2 armor isn't bypassed by a +1 dagger. So my +2 scale mail means my AC/Defense is still 14 (it was 12 but went up by 2 for the magic armor), but that rogue with a +1 dagger just negated all of my DR. I was hoping for some sort of "magic armor trumps weapons" clause - +1 armor means that +1 weapons no longer autobypass. +2 weapons trump +1 armors, but in a tie, armor wins.

You guys have spent a lot of energy on the hypothetical 20th level character in +5 plate, I really want to see how this works on the level 4 guy with a +1 chain shirt versus the rogue with the +1 dagger, because I'm not spending months of my adventuring career at level 20, but I do spend a lot of time at levels 1-6...

The rules do account for that. Magic armor gives DR/adamantine.

Dark Archive

D'arandriel wrote:
I've always been a proponent of armor as DR. I think it makes more sense. the one thing I would add is an AC bonus based on class and level like the Conan RPG.

The variant adds +1 DR/5 HD or levels, I don't think it would break the system if it was a +1 AC/+1 DR per 5HD/levels.

AC takes a considerable backseat in this system - a nice addition would be a light/no armor combat style feat or proficiency - something that lets you add extra Dex (1.5) or some kind of scaling bonus while you are fighting in melee.

I have to check out the Conan RPG to see how they handle light/no armor.

Scarab Sages Reaper Miniatures

Fozbek wrote:
Bryan Stiltz wrote:

My question is Magic, by the variant system RAW:

It's not unreasonable for a PC to have by level 3 a +1 weapon. Most APs will include one or two by the end of the first book.

Now, that PC completely negates the DR armor provides, and the enemies will now have consistently lower ACs - or am I misreading that?

There's also no indication that +2 armor isn't bypassed by a +1 dagger. So my +2 scale mail means my AC/Defense is still 14 (it was 12 but went up by 2 for the magic armor), but that rogue with a +1 dagger just negated all of my DR. I was hoping for some sort of "magic armor trumps weapons" clause - +1 armor means that +1 weapons no longer autobypass. +2 weapons trump +1 armors, but in a tie, armor wins.

You guys have spent a lot of energy on the hypothetical 20th level character in +5 plate, I really want to see how this works on the level 4 guy with a +1 chain shirt versus the rogue with the +1 dagger, because I'm not spending months of my adventuring career at level 20, but I do spend a lot of time at levels 1-6...

The rules do account for that. Magic armor gives DR/adamantine.

D'oh! Missed that.

+4 weapons being equivalent to Adamantine, so (I want to make sure I'm understanding this correctly) weapons of +4 or +5 bypass all magic armor DR?

This is definitely a system in which you're going to get hit a lot more often, and rely on DR to save you. At low levels, even orcs are pretty lethal, kobolds and goblins less so (because they have small weapons so do less damage, less gets past the DR), but you're overall aking more HP loss per fight, as I understand things.


It's actually +5 for adamantine. +4 is alignment.

I think this system is actually safer at low levels and more dangerous at high levels (except against early giants, where it's deadly because Large creatures ignore non-magical armor).

An orc does 2d4+4 damage at a +5 to hit.

Let's compare a level 1 Fighter and a Rogue in each system. The Fighter wears scale mail with a +1 Dex bonus, the Rogue wears studded leather with a +4 Dex bonus.

Fighter normal: 16 AC, no DR. Orc hits 50% of the time for 9 average damage, so 4.5 average damage per attack.
Fighter DR: 11 AC, DR 5/magic. Orc hits 75% of the time for 4 average damage, so 3 average damage per attack (-33% over normal).

Rogue normal: 17 AC, no DR. Orc hits 45% of the time for 9 average damage, 4.05 damage per attack.
Rogue DR: 14 AC, DR 3/magic. Orc hits 60% of the time for 6 average damage, 3.6 damage per attack (roughly -12% damage).

Scarab Sages Reaper Miniatures

Fozbek wrote:
It's actually +5 for adamantine. +4 is alignment.

I was getting my information from here which has exactly the inverse.


Whoops. You're right. I got my bonuses switched. Sorry.


Hm. I'm glad that I have a few months to work on this before my game starts. I intend on using Armor as DR, Wounds and Vitality, Called Shots, and Piecemeal Armor in the 17th century.


After my first game playtest, this is where I am at: not as impressed as I should be.

There was a lot of confusion at my table regarding how the rules are. The rules seem to conflict at this point:

Quote:
Magic weapons and attacks from Large or larger creatures bypass the DR 4/ armor, but not the DR 5/bludgeoning.

This is referring to a skeleton with both armor and natural armor and it's on DR.. The rules state that magical weapons completely bypass the armor and natural armor, but a bludgeoning weapon is require to bypass the creatures normal DR (see more text from the UC for all the details, or the bestiary for skeletons)

Ok, makes sense. However,

Quote:
If a creature is wearing armor and has a natural armor bonus, the creature adds its armor bonus to its natural armor bonus to determine the amount of DR/ armor that it has (see Table 5–2).

How table 5-2, which I can't post, so if you don't have access, I am sorry, shows if you have natural armor and nonmagical armor (like leather armor), their DR's stack, but they are only overcome by adamantine, instead of magic. Yet, this text doesn't explicitly state that, it only says they stack. The example doesn't help:

Quote:
For instance, if a creature wearing a +2 chain shirt has DR 6/armor is then subject to a barkskin spell cast by a 6th-level druid (gaining a +3 natural armor bonus), its DR becomes DR 9/armor for the duration of the spell. This DR is bypassed by adamantine, or the attacks of Huge or larger creatures.

Why doesn't this example help? A +2 chain shirt already had DR/adamantine, so having the natural armor bonus doesn't increase the bypass restriction. So, this means that having natural armor and either non-magical or magical armor only increases the DR, but what is used to bypass it. If this is true, the first quoted example still holds true, as does the second, but the table now has no use.

This is further complicated by the next paragraph:

Quote:
A creature that has both DR from a source other than armor and a natural armor bonus gains the effects of an enhanced form of DR, similar to how the composition of the armor grants special DR/armor defenses (see Table 5–1). If a creature has magical armor, natural armor, and DR, it takes the best form of the special protection provided by both its armor and its mix of DR and natural armor to its DR/armor.

Again, referring to changing now armor is bypassed, but referring to a third source to get an enhanced form of DR. But again, the first example they used had three forms of DR and yet received no enhanced bonus. Simple said, my players are confused.

I think they mean if you have natural armor and a DR listed from table 5-1, then you go to 5-2 to find your new DR. So this is how we played it.

How did the play test go? Next post...


Group:

3rd lvl Cavalier
3rd lvl Ranger
4th lvl Paladin
4th lvl Wizard
5th lvl zen archer

The Zen archer destroyed all who stood in his way. As long as he has one ki point, all his attacks are considered magic, therefore all DR was ignored (NPC do not have magic armor at this level). Due to the new defense rating, he could hit on anything 5-7 and below on the die roll and bypass DR with each hit. Very powerful.

The Paladin wore half-plate and the cavalier wears full-plate, so their DR was great, but their defense score floated around 12. The mobs they fought had bonuses between +6 and +13 to hit (hill giant), so rolling to strike was almost pointless.

The PC's felt the same way. They were able to best the defense scores of the NPC's pretty easy, so the excitement of rolling was lost a bit, replaced with how much damage you could inflict.

The DR did save the party from death, which was a really good thing. In a battle that would have dropped a character in three rounds, allowed him to survive for 6. That was pretty rewarding. Now, just to say, everyone knew this was a test session, so true death is waived allowing PC's to respawn.

The crit confirmation system is too complicated, as many have said. Everyone did write their numbers to they could just roll, but finding the DC's to beat took time. Granted, I am sure it will get easier, but having to convert crit DC's, defense totals and new DR ratings on the fly is a pain. Kind of expected with a new system though.
tring to
People did complain about large creatures being able to bypass normal armor, thinking large creature are far too common. The horse in the party became a destructive force since it would go through a creatures DR that a character couldn't without a magic weapon spell.

I have more I can say, but this is probably enough for now. All in all, we are trying to decide if this system is adding anything to the game. We are on the fence.


The thing is that to really do armor as DR you need to rework pretty much everything in the game that affects to hit, AC, DR, HP, and saves from massive damage. So almost everything besides skills and some saves. It just doesn't make sense to make this and optional rule.

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