Armor as DR. Are critical hits enough?


Homebrew and House Rules


Looking at a Chain shirt, which gives DR 4, basically a normal person with a dagger (Str 10) can't hurt a person wearing it. However, a Chain shirt only covers the upper portion of the body. I would think you could hit and cause damage a lot more 19-20 with 3/4 max damage. I mean, all you have to do is go for ANY unarmored spot.

Any ideas on how to make DR a little more feasible for low end damage weapons?

Liberty's Edge

Check out called shots.

Specifically, "Stacking: Unless otherwise stated, penalties for multiple called shots do not stack, even if they are to different areas of the body. Ability damage and drain caused by called shots always stacks." Many called shots inflict ability damage on a crit and a reasonable penalty on a normal hit.


Hmmm. That's off where I was thinking, but it's a possibility. I'll have to consider it further.

I had initially thought of some sort of variable damage system, where the better the hit, the greater the damage, regardless of the weapon. For example, if you "just" hit with a dagger, it does 1d4, if you hit +5, it does 2d4, if you hit +7, it does 3d4, if you hit +10 it does 4d4. Similar for different weapons.


In my mind, the simplest method would be to guarantee a 1 point damage minimum, even if an armor's DR would normally absorb everything. Crits could either ignore DR or half them or whatever. Otherwise, once you hit the heavy magical armors or tough natural armors, light weapons will become useless. How will you handle a DEX fighter where light weapons are his prime choice?

You could also have feats or enchantments with armor piercing/penetrating abilities which improve your chances. Penetrating Strike is the obvious one, but the requirements are restrictive.

Going way back to 1st ed. AD&D, you had weapon vs armor types bonuses. i.e. piercing were better against certain types of armor, bludgeoning against other, etc. I don't know of anyone who actually used those rules.


Cranky Dog wrote:
In my mind, the simplest method would be to guarantee a 1 point damage minimum, even if an armor's DR would normally absorb everything.

Hey, that's not bad. I'll consider it. Simple rule.

Cranky Dog wrote:
Going way back to 1st ed. AD&D, you had weapon vs armor types bonuses. i.e. piercing were better against certain types of armor, bludgeoning against other, etc. I don't know of anyone who actually used those rules.

Yeah, I remember that. Never used it.


Hey, just found in another thread about using a variable for DR armor. I like this idea. Basically, just as hard to hit, and if you hit, the Armor roll is subtracted from your damage. This is really easy and has about the effect I want. You CAN damage someone in plate armor using a dagger, but odds are you won't. Makes good sense. I might try that.


rando1000 wrote:
Cranky Dog wrote:
Going way back to 1st ed. AD&D, you had weapon vs armor types bonuses. i.e. piercing were better against certain types of armor, bludgeoning against other, etc. I don't know of anyone who actually used those rules.
Yeah, I remember that. Never used it.

The group I first played in used those rules, and I did when I ran a game in the early '80s.

Another way to help low damage weapons have some chance against DR outside critical hits is to increase damage with margin of success, as contemplated in the recent thread Scaling successful hit / damage range. I'm thinking of adding dice, maybe every 4 points of success wins an additional d6 of damage.


I really want to resurrect those rules. I'd give a chain shirt something like DR 6 against slashing, 2 against piercing, and 0 against blunt.


You may want to check out the variant rules in Advanced Players Guide from SSS (White Wolf d20 imprint.) It is likely OOP, but since it is, I believe, OGL, I'll see if I can dig up my own copy that I fat-fingrred from the book.

I think it has rules for Armor vs. Weapon type and variable DR


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Found it. No rules for variable DR or weapon vs armor, but it breaks AC into 4 different Combat Defense opposed rolls.

Armor Defense = Armor Bonus + Natural Armor Bonus + Deflection Bonus + 1d20.

Block Defense = Shield Bonus + BAB + 1d20.

Dodge Defense = Dex bonuses - ACP + Ref Save + 1d20.

Parry Defense = Max Attack for weapon used (i.e. BAB + Str or Dex bonus + magic weapon bonuses + 1d20).

You can use AD even if other defenses are tried and fail. BD can be used once per round for each attack you can make. DD is a free action, even if Flat footed, but each use in the round after the first is a cumukative -2 penalty. PD can be used for blurry hands, but both are at -2 penalty unless using the Off Hand and having TWF.

This prevents having gigantic ACs that are impossible to hit. I've but evaluated how rid would affect Armor ad DR.


3catcircus wrote:

Found it. No rules for variable DR or weapon vs armor, but it breaks AC into 4 different Combat Defense opposed rolls.

Armor Defense = Armor Bonus + Natural Armor Bonus + Deflection Bonus + 1d20.

Block Defense = Shield Bonus + BAB + 1d20.

Dodge Defense = Dex bonuses - ACP + Ref Save + 1d20.

Parry Defense = Max Attack for weapon used (i.e. BAB + Str or Dex bonus + magic weapon bonuses + 1d20).

You can use AD even if other defenses are tried and fail. BD can be used once per round for each attack you can make. DD is a free action, even if Flat footed, but each use in the round after the first is a cumukative -2 penalty. PD can be used for blurry hands, but both are at -2 penalty unless using the Off Hand and having TWF.

This prevents having gigantic ACs that are impossible to hit. I've but evaluated how rid would affect Armor ad DR.

Thats a pretty neat take on it. Do you actually roll all four of those in one round or choose one? Because that seems like a lot of rolling.

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Actually from my POV the problems with armor as DR are twofold - one, your situation, is keeping low level attackers relavent against good armor; the second is simultaneously keeping armor DR relavent against big high level monsters.

How do you make a system that allows both a goblin with a dogslicer to be a threat to a level 1 charcater but keeps armor worth taking when you're fighting a giant that hits you twice a round for 35-40 each time?


ryric wrote:
How do you make a system that allows both a goblin with a dogslicer to be a threat to a level 1 charcater but keeps armor worth taking when you're fighting a giant that hits you twice a round for 35-40 each time?

"Armor gives DR equal to armor bonus, but may only reduce damage to half damage (min 1 nonlethal)."

A basic Chain Shirt gives DR 4. Hit someone for 4 points and they take 2 points (half damage is the minimum). Hit that same someone for 20 points and they take 16 damage.

Full Plate +3 gives DR 12. Hit someone for 20 points of damage and they take 10. Hit them for 40 points and they take 28.


What if you combine it with the Vigor-Wounds rules and say the Wounds portion of a Crit always bypasses armor.

Goblin gets a Crit with his Dog Slicer the guy in Plate mail still suffers 2 wounds.

Even with a Con of 30 he can't take too many of those.


Coyote_Ragtime wrote:
3catcircus wrote:

Found it. No rules for variable DR or weapon vs armor, but it breaks AC into 4 different Combat Defense opposed rolls.

Armor Defense = Armor Bonus + Natural Armor Bonus + Deflection Bonus + 1d20.

Block Defense = Shield Bonus + BAB + 1d20.

Dodge Defense = Dex bonuses - ACP + Ref Save + 1d20.

Parry Defense = Max Attack for weapon used (i.e. BAB + Str or Dex bonus + magic weapon bonuses + 1d20).

You can use AD even if other defenses are tried and fail. BD can be used once per round for each attack you can make. DD is a free action, even if Flat footed, but each use in the round after the first is a cumulative -2 penalty. PD can be used for both hands, but both are at -2 penalty unless using the Off Hand and having TWF.

This prevents having gigantic ACs that are impossible to hit. I've not evaluated how it would affect Armor ad DR.

Thats a pretty neat take on it. Do you actually roll all four of those in one round or choose one? Because that seems like a lot of rolling.

MY SPELLING ERRORS CORRECTED IN THE ABOVE

The idea (I think) is that you pick one of the four defense methods for the round, with Armor Defense also always being available since block, dodge, and parry can be used multiple times each round, but you could, in theory, seem to be able to use a combination.

For example - Your stalwart 6th level fighter gets attacked by 3 goblins and a troll that enters combat in round 2.

Round 1:

Goblin 1 swings with his chopper and you decide it would be easiest to parry using your off-hand weapon.

You attack Goblin 1 and kill him, but manage to fumble your off-hand attack and drop your dagger.

Goblin 2 attacks and you decide to dodge.

Goblin 3 attacks and you decide to dodge (at -2 penalty)

Round 2:

You ready your shield.

Goblin 2 and 3 attack and you decide to block them both with your shield.

The troll attacks - you decide to dodge the bite and one of the claws, but will parry the second claw. Your parry fails, so you also get your Armor Defense.

Notice I didn't stipulate armor type worn in this example - a sword-and-board fighter in Full Plate would never use dodge since the armor check penalties mean you likely start out in the negatives before rolling d20.

From inspection, it looks like the Armor Defense (1d20 + armor bonus + natural armor bonus + deflection) is acting very similarly to DR (armor bonuses + natural armor bonuses + 1 per 5 levels or HD).

I've been mulling over how the Combat Defense variant and the Armor as DR variant could be mashed together.


To mesh them, I would simply drop the Armor Defense roll, and grant DR as per normal. I'd also add deflection bonus to the other rolls. I actually really wanna try this.


Coyote_Ragtime wrote:
To mesh them, I would simply drop the Armor Defense roll, and grant DR as per normal. I'd also add deflection bonus to the other rolls. I actually really wanna try this.

Other than adding deflection bonuses, this sounds like the way to go.

Reasoning is as follows - deflection implies that a "repulsion force" is actively sitting on top of your body pushing against incoming weapons.

Dodge means you are physically moving out of the way - whatever deflection bonus you have wouldn't come into play because the attack doesn't approach you.

Blocking (with the shield) would likely only involve a deflection bonus if the shield itself provided the bonus and not armor or a ring or something - since you are "attacking" by using your shield to block and the attack isn't approaching the rest of your body.

Parrying shouldn't get a deflection bonus because the deflection isn't also covering your weapon.

I'd apply dodge bonuses to the Dodge Defense.

The other problem I'd have with using Armor and DR as-is is that Defense = 10 + shield bonus + Dex mod + other mods + armor enhancement bonus, which would overlap with the block defense.

If we use Armor as DR and just apply the parry/block/dodge defense, we end up doing the following:

Armor Defense = 10 + shield bonus + Dex Mod + other bonuses (including deflection) + armor enhancement bonus -> STOCK VARIANT
Block Defense = Shield Bonus + BAB + 1d20
Dodge Defense = Dex Mod + dodge bonus + other bonuses (except deflection)caused by any magic item other than armor or shield - ACP + Ref Save + 1d20
Parry Defense = BAB + Str (or Dex) Mod + magic weapon bonuses + 1d20

Critical Defense Check Bonus = DR + Dex Mod + shield bonus + deflection bonus -> STOCK VARIANT

DR = armor bonus + armor enhancement bonus + natural armor bonus + 1/5 levels or HD -> STOCK VARIANT

So - a 5th level tank fighter (STR 18, DEX 14) with Dodge feat, +1 ring of protection, +1 longsword, + 1 heavy steel shield and +1 full plate (Max Dex + 1, Armor +9, ACP -6) would have the following:

AD = 10 + 2 (shield) + 1 (shield enhancement) + 1 (Max Dex) + 1 (ring) + 1 (armor enhancement) = 16
BD = 2 (shield) + 1 (shield enhancement) + 5 (BAB) + 1d20 = 8 + 1d20
DD = 1 (Max Dex) + 1 (Dodge Feat) - 6 + 1 (Ref Save) + 1d20 = 1d20 - 3
PD = 5 (BAB) + 4 (Str) + 1 (magic weapon enhancement) + 1d20 = 10 + 1d20
DR = 9 (armor bonus) + 1 (armor enhancement) + 1 (5th level) = 11
CDC Bonus = 11 + 1 (Max Dex) + 2 (shield bonus) + 1 (shield enhancement bonus) + 1 (ring) = 16

So - this guy has a reasonable armor, is really good at blocking or parrying (dodge not so much), and a significant DR, as well as a really good chance of avoiding a critical.

Now lets look at a rogue (same level and Dodge feat, Str 14 Dex 18, + 1 ring, +1 leather armor and +1 short sword, but no shield)

AD = 10 + 4 + 1 + 1 = 16
BD = 3 (BAB) + 1d20
DD = 4 + 1 + 4 + 1d20 = 9 + 1d20
PD = 3 + 2 + 1 + 1d20 = 6 + 1d20
DR = 2 + 1 + 1 = 4
CDC Bonus = 4 + 4 + 1 = 9

This guy isn't much harder to hit (even though wearing lighter armor - solely due to his Dex bonus), and has a very good chance of both dodging and parrying, but will take a lot more damage when hit and has a higher chance of suffering a critical.

If we use the Armor Defense from SSS rather than the stock variant, armor defense becomes as follows:

Fighter: 9 + 1 + 1d20 = 10 + 1d20
Rogue: 4 + 1 + 1d20 = 5 + 1d20

Perhaps if we drop the shield bonus from armor defense in the stock variant?

At which point, the ADs becomes:

Fighter: AD 13
Rogue: 16

This makes a bit more sense - the rogue will be harder to hit, but the fighter takes less damage when hit - and we can keep the PD, BD, and DD as-is. And it is in keeping with the concept of Combat Defense in that armor can always be a defense even if you fail while using the other 3 defenses. If we use the Armor as DR stock variant but drop shield bonuses, it is a passive check rather than an opposed roll - just like it is now...

So - fighter joe could choose to block an attacking troll's attacks with his shield:

Troll attacks (claw/claw/bite) getting 20, 12, and 11. Joe rolls 19, 9, and 3. He blocks the first claw, but misses blocking the 2nd claw or bite. Luckily, his armor defense (13) causes the 2nd claw and the bite to glance off his armor.

Mr. Troll has stats as follows:

AD = 10 + 2 = 12
BD = 4 + 1d20
DD = 4 + 1d20
PD = 9 + 1d20
DR = 6
CDC bonus = 8

Fighter Joe swings his longsword,and rolls a 14. Mr. Troll's attempts to backhand the sword swing and rolls a 2 - he fails. The 14 beats Mr. Troll's AD, and Joe rolls for damage and does 5 + 4 + 1 = 10 points of damage, but the troll's DR results in him only taking 4 points...

So - I think dropping shield bonuses from stock Armor as DR Defense and calling that AD, while adding a dodge bonus to the DD, keeping BD and PD as written and DR and CDC as written works pretty well.

Lantern Lodge

I'd just not suggest using armor as DR. It might make you feel warm and fuzzy about a more realistic approach but it bogs down the game mechanics. Worrying about hit locations is an even worse way to go about it.


kaisc006 wrote:
I'd just not suggest using armor as DR. It might make you feel warm and fuzzy about a more realistic approach but it bogs down the game mechanics. Worrying about hit locations is an even worse way to go about it.

I fail to see how double-digit math slowd down the game...

Roll to hit. Subtract DR from damage. Rinse, repeat.

Adding the variant I described adds one extra roll when being attacked.
Additionally, it forces all players to continue to pay attention to the game when it isn't their turn to attack - and that's a good thing...

Hit locations already exist using Called Shot rules from Ultimate Combat, so expanding it to allow random hit location is as simple as looking at the ones digit on your attack roll - no extra work at all.

Logically, you can combine Armor as DR, Called Shots with random hit locations, piecemeal armor, and VP/WP and add minimal extra work for a much richer combat experience...

Lantern Lodge

3catcircus wrote:
Logically, you can combine Armor as DR, Called Shots with random hit locations, piecemeal armor, and VP/WP and add minimal extra work for a much richer combat experience...

By all means if you enjoy complex combat then adopt these things. I'm just stating to the OP it will slow his game down and in my experience has bogged games way too much. Adding one extra roll means multiple over a combat. Adding one extra calculation means multiple over combat.

It's also not as easy as converting AC bonus straight to DR. If you're using a system like that then as the OP suggests a chain shirt would block a dagger. If DR is used then light armor should be 1-2, medium 3-4, and heavy 4-6.

And if called shots are put into question, why would anyone wear a breastplate that's twice the price of chainmail that only protects the stomach? Can players have piecemeal armor? Does this mean the GM has to now know what piecemeal armor each NPC has?

VP/WP was a nice system for star wars d20 but doesn't work in Pathfinder. Do a cure spells or channel heal the same ration of WP as VP? Does bleed go straight to WP? Critical threat range 18-20 is even more overpowered in this system as it amounts to instant kill.

Pathfinder is an abstract system to use high magic fantasy roleplaying. Grittier combat with more realistic armor representations is really for a low magic setting and not the strength of this system. Other systems, such as Savage World, handle this much much better.


kaisc006 wrote:
Grittier combat with more realistic armor representations is really for a low magic setting...

Kais006, except for a question about healing magic, your observations about Armor as DR or Vitality/Wound Points do not lead to this conclusion. The number of rolls per turn, the ability of a certain armor to block all damage from a certain weapon, the coverage of piecemeal armor, critical threat range, adjudication of bleed damage, all have no evident connection to the level of magic in the campaign, while still raising reasonable questions about the playability, impact on enjoyment of the game, and potential need to adjust other rules brought by such proposals.

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Rory wrote:
ryric wrote:
How do you make a system that allows both a goblin with a dogslicer to be a threat to a level 1 charcater but keeps armor worth taking when you're fighting a giant that hits you twice a round for 35-40 each time?

"Armor gives DR equal to armor bonus, but may only reduce damage to half damage (min 1 nonlethal)."

A basic Chain Shirt gives DR 4. Hit someone for 4 points and they take 2 points (half damage is the minimum). Hit that same someone for 20 points and they take 16 damage.

Full Plate +3 gives DR 12. Hit someone for 20 points of damage and they take 10. Hit them for 40 points and they take 28.

This is the approach that gives basically worthless results at high levels. When you're staring down a +35/+30/+25/+20 attack sequence for 2d6+40 each hit, I'd much rather have +14 AC than 14 DR. (Imagine comparing an AC of 40 vs. AC 26 against that attack sequence) In such a game I'd pump my Dex and ignore armor as more hindrance than help. Or just not play martial characters.

Basically it's really hard to model damage mitigation that has the same effectiveness as AC bonuses against a wide variety of foes.

Lantern Lodge

Orich Starkhart wrote:
Kais006, except for a question about healing magic, your observations about Armor as DR or Vitality/Wound Points do not lead to this conclusion.

The point I'm trying to make is you have to do a complete overhaul of the system to get it to work not just a few simple fixes here and there. You might as well try a different system.

For instance critical threat range was mentioned and in a true VP/WP system a critical hit deals damage instantly to WP regardless of how much VP are left (weapon damage is not multiplied on a critical hit). Armor only provides DR against damage for WP, not VP. If you don't play with this concept then why play with VP/WP at all because you're turning the abstract HP into two different pools that mean the same thing. If you do play with this concept then you need to change all weapons so they crit only on a 20 with maybe, maybe a few on 19-20. This also makes critical effect feats pretty useless since your opponent will most likely die on a critical hit. Since armor only protects WP now you must develop a balanced scaling Defense with class level.

Also, as Ryric points out simply changing armor to DR can throw off game balance. And this is just one change.


I like the combo option presented about half way down the page on this D&D wiki. Here are the values it gives the different armors:

Padded AC:+1 DR:none
Leather AC:+1 DR:1/-
Studded leather AC:+2 DR:1/-
Chain shirt AC:+2 DR:2/-
Hide AC:+2 DR:1/-
Scale mail AC:+2 DR:2/-
Chainmail AC:+3 DR:2/-
Breastplate AC:+3 DR:2/-
Splint mail AC:+3 DR:3/-
Banded mail AC:+3 DR:3/-
Half-plate AC:+4 DR:3/-
Full plate AC:+4 DR:4/-


kaisc006 wrote:
The point I'm trying to make is you have to do a complete overhaul of the system to get it to work not just a few simple fixes here and there.

I agree with you. I was pointing out that the issues you identified with the system, beyond questions of healing magic, do not depend on either that system's implementation of magic, or on the magic content of the default Golarion setting, thus those issues do not support your contention that gritty combat is only for a low magic setting.

kaisc006 wrote:
For instance critical threat range was mentioned and in a true VP/WP system a critical hit deals damage instantly to WP regardless of how much VP are left (weapon damage is not multiplied on a critical hit).

What's a "true VP/WP system"?

I take it that you're not discussing the Wound and Vigor system in the PRD, or you are assuming changes that seem necessary to combine that optional rule with Armor as DR. Indeed, the Wounds and Vigor rule that crits apply the crit multiplier in WP damage seems incompatible with Armor as DR: crits would never affect WP of armored characters until VP are exhausted, unless one also rules that the crit multiplier damage bypasses DR.

kaisc006 wrote:
Armor only provides DR against damage for WP, not VP. If you don't play with this concept then why play with VP/WP at all because you're turning the abstract HP into two different pools that mean the same thing.

I like this suggestion; since VP/WP moves real physical damage to its own pool, all hits that do not deal WP damage can be interpreted as glancing blows, scratches, near misses, bruises, and mostly the toll that the physical exertion takes on the combatant.

What I don't like is that the chance to do real damage outside of crits is nil until VP are depleted - which means for high level characters combat is usually no more gritty than without the VP/WP change. It's not much different than characters able to fight at full effectiveness right up until they go to 0 hit points.

kaisc006 wrote:
If you do play with this concept then you need to change all weapons so they crit only on a 20 with maybe, maybe a few on 19-20.

Not if crits do only the crit multiplier in damage to WP, or only that part of the crit damage bypasses Armor DR.

kaisc006 wrote:
This also makes critical effect feats pretty useless since your opponent will most likely die on a critical hit.

That may be likely if crits multiply damage, or fully bypass DR.

kaisc006 wrote:
Since armor only protects WP now you must develop a balanced scaling Defense with class level.

I do favor scaling defense with level in conjunction with implementing damage-reducing armor.

kaisc006 wrote:
Also, as Ryric points out simply changing armor to DR can throw off game balance. And this is just one change.

Yes, I find tat considering DR leads me to want to look altering the growth of hit points and per-attack damage as level increases


ryric wrote:
This is the approach that gives basically worthless results at high levels. When you're staring down a +35/+30/+25/+20 attack sequence for 2d6+40 each hit, I'd much rather have +14 AC than 14 DR. (Imagine comparing an AC of 40 vs. AC 26 against that attack sequence)

I'll example how you could build for it. With those 4 iterative attacks, I estimated level 16. I chose an Invulnerable Rager Barbarian as my example character.

+14 DR from Mithril Full Plate +5

Reduces the attacks to 2d6+26.

+8 DR from Barbarian 16
+3 DR from Rage Power: Increased Damage Reduction
(+10 DR from Stoneskin spell for a fighter version)

Further reduces the attacks to 2d6+15.

IF Natural Armor bonuses are counted as DR in that system:

+4 DR from Natural Armor Amulet +4
+4 DR from Rage Power: Beast Totem

Further reduces the attacks to 2d6+7.

I think a nice theme in that campaign would be to go for the Rage Power: Crippling Blow. After a full attack (pending saves and how many attacks hit), that foe could have a -2 to -16 STR penalty (-1 to -12 damage penalty).

EDIT: Removed Stoneskin from the barbarian example. Stoneskin would be for the fighter version.

Lantern Lodge

Orich Starkhart wrote:
What's a "true VP/WP system"?

I'm talking about the Vitality Point / Wound Point system presented in Star Wars WotC 1st and 2nd edition lol. It's what the vigor and wound system in Pathfinder is based off except the reason it doesn't work well is it probably became apparent to the designers that a simple chapter wasn't enough for such a big overhaul.


kaisc006 wrote:
Orich Starkhart wrote:
What's a "true VP/WP system"?
I'm talking about the Vitality Point / Wound Point system presented in Star Wars WotC 1st and 2nd edition lol. It's what the vigor and wound system in Pathfinder is based off except the reason it doesn't work well is it probably became apparent to the designers that a simple chapter wasn't enough for such a big overhaul.

From your responses, I'm wondering if you realize that both Armor as DR and VP/WP were changed from 3e and are handled differently in Pathfinder?

Armor as DR includes a check to see if the crit is a crit based on a d20 roll that includes DR rather than a standard 2nd to-hit roll.

VP/WP now does crit damage just like standard, subtracting from VP before subtracting from WP, but ALSO does the crit mult in damage directly to WP on top of that. Crit multipliers and damage stay the same, threat range stays the same.

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Rory wrote:
ryric wrote:
This is the approach that gives basically worthless results at high levels. When you're staring down a +35/+30/+25/+20 attack sequence for 2d6+40 each hit, I'd much rather have +14 AC than 14 DR. (Imagine comparing an AC of 40 vs. AC 26 against that attack sequence)

I'll example how you could build for it. With those 4 iterative attacks, I estimated level 16. I chose an Invulnerable Rager Barbarian as my example character.

+14 DR from Mithril Full Plate +5

Reduces the attacks to 2d6+26.

+8 DR from Barbarian 16
+3 DR from Rage Power: Increased Damage Reduction
(+10 DR from Stoneskin spell for a fighter version)

Further reduces the attacks to 2d6+15.

IF Natural Armor bonuses are counted as DR in that system:

+4 DR from Natural Armor Amulet +4
+4 DR from Rage Power: Beast Totem

Further reduces the attacks to 2d6+7.

I think a nice theme in that campaign would be to go for the Rage Power: Crippling Blow. After a full attack (pending saves and how many attacks hit), that foe could have a -2 to -16 STR penalty (-1 to -12 damage penalty).

EDIT: Removed Stoneskin from the barbarian example. Stoneskin would be for the fighter version.

Fair enough, by stacking on 11-19 points of DR from other sources you sure can get high level damage down to reasonable amounts. Of course, now you've got the problem where an army of 5000 NPC archers can't touch your PC ever, since his 33 DR negates even their max damage crits whereas AC 40 guy still takes 250d8 damage or so per round. I freely note that this may not be an actual issue in your game, but I've seen players realize that they could crush an army alone with no chance of injury and it can be ugly.

Also I'm still not sure that the barbarian wouldn't be better off with +22 AC and "just" DR 11/-. And how does this work for a class that doesn't have easy access to innate DR? Must all fighters, cavaliers, and paladins use stoneskin constantly?

I'm not saying armor as DR can't work, it's just full of unintended consequences. I have found it unsatisfying when used over a wide range of levels.


@Ryric - I answered your question about how you could make it work for low CR foes, and then high CR foes. That's all. I was only trying to help brainstorm.

I don't use the DR system at all, so I'm not arguing its merits by any means.

ryric wrote:

Of course, now you've got the problem where an army of 5000 NPC archers can't touch your PC ever, since his 33 DR negates even their max damage crits whereas AC 40 guy still takes 250d8 damage or so per round.

Grapple him. Alchemist Fire. Acid Flasks. High level commanders. Traps.

Etc.

ryric wrote:

I've seen players realize that they could crush an army alone with no chance of injury and it can be ugly.

That is the nature of every high level game I've ever run or played.

"There is always a bigger fish."

ryric wrote:

Also I'm still not sure that the barbarian wouldn't be better off with +22 AC and "just" DR 11/-. And how does this work for a class that doesn't have easy access to innate DR? Must all fighters, cavaliers, and paladins use stoneskin constantly?

If you need help creating a character for a game using DR, I'll be happy to help you brainstorm a build. However, it doesn't sound like you are playing in a game with DR.


One thing that comes to mind for me is aimed shots. An aimed shot could negate any amount of DR from armor if it succeeds.

Full plate armor doesn't do you much good if you forget to put on your helmet....:P


ryric wrote:
Of course, now you've got the problem where an army of 5000 NPC archers can't touch your PC ever

No player ever will think that's a problem :). Except one leading the army, I suppose.

ryric wrote:
I'm not saying armor as DR can't work, it's just full of unintended consequences.

Indeed. The escalation of both hit points and damage with level makes problematic the notion of grafting on an Armor as DR system to replace Armor as AC bonus in which the DR does not scale with level at a rate similar to the escalation of damage; this leads to either to low level foes that can cause no damage or high level foes that blow through DR, or both.

Among changes I contemplate for a 3.5/Pathfinder/d20 fantasy campaign are using the combat rules of d20 Warheart, Ken Hood's Grim-n-Gritty, or Codex Martialis, each of which calls for a form of Armor as DR and "Defense" replacing AC and incorporating bonuses for level akin to Bab.

N.B. Grim-n-Gritty and Codex Martialis are each available at Drive Thru RPG; d20 Warheart can be downloaded from the site linked above.

a thread last month in this forum covered some of the same ground, might be interesting to some of you.


Quick post - and I will expand later.

I use Armor as DR.

3.5 Unearthed Arcana style - Studded leather, for example, goes from granting +3 AC to +2 AC with DR 1/- (and so on).

Additionally, all characters have a Base Defense Bonus that scales with level.

Couple those two things with the fact my campaigns have no rings of protection, amulets of natural armor, stat buffers . . . it all works really well.

I do use a lot of Trailblazer stuff too.

Long story short, Armor as DR can work, but you end up having to change a lot of other standard PF/3.5 elements to make it so.


Addendum to above - I go through all those hoops to make armor DR and use things like a dodge combat reaction and scaling defense bonuses because I HATE, HATE, HATE boring magical items like rings of protection and amulets of natural armor that essentially become needed.


What if you could bypass DR by rolling an attack that exceeds an opponents AC by a number greater than their armor bonus?

For example guy in chainmail's Defense Score is 12. Roll a 12-16, apply DR, roll a >16, no DR. This combines the normal rules AND the armor as DR rules WITHOUT adding sn extra roll, with the bonus of simulating the difficulty of nailing an armor's weakspot.


Or would this just be negated by a high attack bonus?


Coyote_Ragtime wrote:
What if you could bypass DR by rolling an attack that exceeds an opponents AC by a number greater than their armor bonus?

The effect is to make armor wearers a little more susceptible to damage, so when attackers roll not quite well enough to hit in the default AC system, they will still do damage if their roll exceeds the target's non-armor "AC" and the damage total exceeds the armor DR. Thus every combat round presents higher probability of receiving damage.


Use two AC figures. Hit AC, Armored AC. Armor gives DR equal to AC bonus.

Random guy in chain shirt: Hit AC 10. Armored AC 14.

You need a 14 to hit him well enough to ignore the armor completely. Full damage.

You need a 10-13 to contact well enough, although the armor stops the first 4 damage of the hit.

9 and under you miss.

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