Heavy Armor and Dexterity


Advice


Is there much (if any) incentive for a heavy armor user to increase Dex above 12 outside of Reflex save or skills?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Malkyn wrote:
Is there much (if any) incentive for a heavy armor user to increase Dex above 12 outside of Reflex save or skills?

Ranged attacks are really, really useful against enemies faster than you. But other than that, not particularly much incentive to pump it.


Nope, you pretty much got it. Since Heavy Armor pretty much accounts for all your armor, there's really no reason for PCs that use it to boost it outside of skills and reflex saves. And since Full Plate's bulwark trait lets you add +3 instead of your dexterity mod to reflex saves, you're kind of incentivized to dump Dexterity in favor of other ability scores. Unless your character concept is "super stealthy guy who sneaks around in plate."

Which I mean, hey, go for it if you like.


ranged weapons. gimping DEX means any ranged backup weapon efficacy goes down the drain.

fighter/paladin archers have just as much reason to wear heavy armor for better AC, assuming they meet STR req. (or Dwarf)
even other classes with lesser armor proficiency can grab heavy trained early on until other proficiencies outpace it.

Sovereign Court

Malkyn wrote:
Is there much (if any) incentive for a heavy armor user to increase Dex above 12 outside of Reflex save or skills?

If you use my House Rules changes, there is a line in there that changes the motive for dumping Dex because of armor's Dex cap.

Increased Proficiency in Armor has additional benefits. At Expert, the Dex cap is raised by +1 and any armor check penalty is reduced by 1. At Master these benefits increase to +2 , and Legendary is +3.

This goes for all armor types, including Light, but my rules cap PC's inherent stats at 20 (+5). Magic can still raise it higher, but you can only buy up to a 20. This means it tends to favor medium and heavy armor wearers most, if they keep their Dex up.


Reflex Saves are really important. They might not be as important as Fort, Will, & AC, but with 4 stat boosts, people who can afford to put one of those in Dex should.
As well as wanting a success to reduce X by 1/2 X, you want to turn critical failures into failures to reduce 2X down to X, a much bigger swing of damage.
One good rule of thumb is to try to get it so you only critically fail on a 1 (bosses excluded as they're built to exceed your norms and get that extra damage to keep up with a party of adversaries & action economy.)

Funnily enough, if your class turns those critical failures into failures already, then there's less reason to bother.


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Samurai wrote:
Malkyn wrote:
Is there much (if any) incentive for a heavy armor user to increase Dex above 12 outside of Reflex save or skills?

If you use my House Rules changes, there is a line in there that changes the motive for dumping Dex because of armor's Dex cap.

Increased Proficiency in Armor has additional benefits. At Expert, the Dex cap is raised by +1 and any armor check penalty is reduced by 1. At Master these benefits increase to +2 , and Legendary is +3.

This goes for all armor types, including Light, but my rules cap PC's inherent stats at 20 (+5). Magic can still raise it higher, but you can only buy up to a 20. This means it tends to favor medium and heavy armor wearers most, if they keep their Dex up.

I was actually going to make a thread questioning this very rule until I came across this one, and let me just say, I love this houserule. I don't like the idea that by level 20, half the party has just elected to put their magical armor in the bin because they've had the opportunity to increase stats -so- much. Dexterity is eventually going to snag a couple of those increases, even if you want it to be a dump stat. I want the epic fighter to still be decked out in runic, magical armor by the end, but this system discourages that slightly when it renders heavy armor more irrelevant. This house rule goes a long way towards nudging in the other direction without being game-breaking. Definitely going to test at my table.


Are you guys with the armor houserules going to increase the AC of other creatures too?

How will you tell what effect your change has had on the game and whether it's been good or bad?

It seem to me Champions already had the notable advantage w/ AC (alongside Monks) and now they'd be even better. Was their AC too low before? What was it that Paizo missed?


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Samurai wrote:
Malkyn wrote:
Is there much (if any) incentive for a heavy armor user to increase Dex above 12 outside of Reflex save or skills?

If you use my House Rules changes, there is a line in there that changes the motive for dumping Dex because of armor's Dex cap.

Increased Proficiency in Armor has additional benefits. At Expert, the Dex cap is raised by +1 and any armor check penalty is reduced by 1. At Master these benefits increase to +2 , and Legendary is +3.

This goes for all armor types, including Light, but my rules cap PC's inherent stats at 20 (+5). Magic can still raise it higher, but you can only buy up to a 20. This means it tends to favor medium and heavy armor wearers most, if they keep their Dex up.

It gives too much importance to Dexterity in my opinion. It is already a very nice attribute. But if it's necessary to max Dexterity if you want to max AC, you force everyone to max it all the time. Even Champions have to increase it every 5 levels.


RCJak wrote:
I was actually going to make a thread questioning this very rule until I came across this one, and let me just say, I love this houserule. I don't like the idea that by level 20, half the party has just elected to put their magical armor in the bin because they've had the opportunity to increase stats -so- much. Dexterity is eventually going to snag a couple of those increases, even if you want it to be a dump stat. I want the epic fighter to still be decked out in runic, magical armor by the end, but this system discourages that slightly when it renders heavy armor more irrelevant. This house rule goes a long way towards nudging in the other direction without being game-breaking. Definitely going to test at my table.

I am confused how the house-rule you quoted does anything to change the behavior you mention...

if the current Dex Cap layout results in dex getting higher than the cap and players stepping down their armor, increasing dex cap across the board keeps the relative benefit of increasing dex and stepping down armor identical.

What the house-rule does appear to change, though, is the dynamic between classes that natural favor a high dexterity and light armor (such as the rogue) and classes that can favor a low dexterity (using strength to attack) and heavy armor to make up for it (such as a champion). That changes appears to make it so the rogue can get a total of 7 AC between their Dex and the base AC bonus of their armor without changing anything about their build, while the champion is getting only getting 6 from the same elements unless they change their build.

If anything, it seems this rule change would result in players favoring lighter armor even more than in the default rules because it is a lot easier to start with the scores you intend to raise as you level at already good-contribution levels and raise them higher than it is to start with a 10 in something raise it to 16 over time.


Agreed, this makes literally every character require at least +3 Dex at 20, whereas before heavy armor users could do without if they want to spend the ability bumps elsewhere. It also means heavy armor AC (and medium to a lesser extent) will go from being slightly ahead light armor wearers to being well ahead. It will definitely imbalance the math of the game by a lot to give a subset of frontliners a +3 bonus to AC that stacks with other bonuses, and will limit the variety of builds (say bye to the heavy armor fighter with wisdom and charisma who could intimidate, only physical + wisdom now unless he wants to take significantly more damage than the other guy who maxed Dex).

Increasing the Dex cap and also limiting the amount of Dex you can get is a thing you can do, but I really don't see why. Wouldn't want to play a rogue or swashbuckler in that game though.


And the reduction of armor check portion of the rule seems off-base to me too...

As is, a player is encouraged to think of what type of armor their character is going to wear and then set their Strength and Dexterity scores appropriately because if they do so they avoid penalties and max-out their AC potential. So there are two sorts of characters: those that invested properly to mitigate the penalties of their armor, and those that didn't.

The change proposed would reduce the incentive to set Strength to the appropriate level for the armor in question, but in a way that basically comes down to only affecting character builds that would be making a trade-off in the default rule because it is easy for a starting character to already mitigate the penalties of the armor they are planning to wear.

So the entire function of the rule is to devalue Strength and increase the benefits of utilizing light armor and a dexterity-focused build.


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RCJak wrote:
I want the epic fighter to still be decked out in runic, magical armor by the end, but this system discourages that slightly when it renders heavy armor more irrelevant.

But it doesn't. Heavy armor is never irrelevant. Actually the opposite, it's always the best choice if you have proficiency in it since it has a higher total AC than light, medium or explorer's clothing can achieve.

Even a Dex based fighter is going to be better off in half plate or splint if they can manage the bulk and ACP.

All Samurai's house rule does is increase everyone's AC at higher levels and make Dex more important. Neither of which are necessarily good things.

Sovereign Court

RCJak wrote:
Samurai wrote:
Malkyn wrote:
Is there much (if any) incentive for a heavy armor user to increase Dex above 12 outside of Reflex save or skills?

If you use my House Rules changes, there is a line in there that changes the motive for dumping Dex because of armor's Dex cap.

Increased Proficiency in Armor has additional benefits. At Expert, the Dex cap is raised by +1 and any armor check penalty is reduced by 1. At Master these benefits increase to +2 , and Legendary is +3.

This goes for all armor types, including Light, but my rules cap PC's inherent stats at 20 (+5). Magic can still raise it higher, but you can only buy up to a 20. This means it tends to favor medium and heavy armor wearers most, if they keep their Dex up.

I was actually going to make a thread questioning this very rule until I came across this one, and let me just say, I love this houserule. I don't like the idea that by level 20, half the party has just elected to put their magical armor in the bin because they've had the opportunity to increase stats -so- much. Dexterity is eventually going to snag a couple of those increases, even if you want it to be a dump stat. I want the epic fighter to still be decked out in runic, magical armor by the end, but this system discourages that slightly when it renders heavy armor more irrelevant. This house rule goes a long way towards nudging in the other direction without being game-breaking. Definitely going to test at my table.

Cool! Let me know how it goes, in PM if not in a thread.

Sovereign Court

BellyBeard wrote:

Agreed, this makes literally every character require at least +3 Dex at 20, whereas before heavy armor users could do without if they want to spend the ability bumps elsewhere. It also means heavy armor AC (and medium to a lesser extent) will go from being slightly ahead light armor wearers to being well ahead. It will definitely imbalance the math of the game by a lot to give a subset of frontliners a +3 bonus to AC that stacks with other bonuses, and will limit the variety of builds (say bye to the heavy armor fighter with wisdom and charisma who could intimidate, only physical + wisdom now unless he wants to take significantly more damage than the other guy who maxed Dex).

Increasing the Dex cap and also limiting the amount of Dex you can get is a thing you can do, but I really don't see why. Wouldn't want to play a rogue or swashbuckler in that game though.

The frontline fighting types are supposed to be harder to hit. If everyone from the robed wizard to the champion in plate armor have nearly the same AC, that destroys most of the concept of a front line, especially now that most monsters don't get attacks of opportunity. The wizard and rogue could be the front liners. But by capping Dex bonus (and all stat bonuses) at +5 as a max PC bonus, even if they do get it that high, they still need to get Master or Legendary in their armor proficiency. The Champion is the only class to get to Legendary in armor. Most of the others only get to master at late stages in the game (13th-17th levels or so), assuming the game even lasts that long.


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They clearly don't have the same AC.
Champions and Fighter have Heavy Armor Proficiency for +1 to AC.
Champions go to Legendary, frontliners to Master, casters to Expert.

So, at the end of the game, the Champion has +5 AC compared to casters. The Fighter has +3. Most frontliners have +2. The Barbarian has +1. Not at all the same AC when even the lowest AC character has an equivalent AC.
And then, you can consider the difference in hit points.


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Not only does everyone from the robed wizard to the champion in plate armor not have nearly the same AC when at their prime potential AC value, but that's not the only thing which is meant to make a class a "frontline fighting type" in a game with HP values that are different because of class rather than just Constitution value.

So while you might have "just" a 5 AC spread between robed wizard and plated champion, said champion likely has at least 30% more hit points than the wizard


Samurai wrote:
The wizard and rogue could be the front liners.

Super and nobledrake have it covered but as an aside.

A rogue who uses melee weapons is going to be on the frontline already.

And if someone wants to pour the resources and effort into making a frontline wizard, so what?


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Dex and AC are both ok.

Fighters will have a slightly boost to their AC , but only starting from lvl 17.

Champions will have 3 extra points starting from lvl 7.

If you want, you could consider getting 14 str, for a mithril heavy armor, and use dex as main stat.

This will allow you to switch to a more defensive build, able to

- stealth
- steal
- acrobatics checks
- deal with locks and traps
- use ranged weapons with the same melee bonus ( finesse weapons )
- huge reflex saves ( +3 aoe from plate bulwark vs +7 vs all reflex stuff. Not only aoe. Trip attacks too ).

All of this while maintaining the same AC of a Str based build with a full plate.

Also remember that 14 dex is needed to take

-monk
-rogue
-ranger
-fighter

Dedication.


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Exactly, DEX is still a good Stat for plate users with the normal rules. It's important for ranged attacks, Reflex saves (bulwark doesn't cover all), and some skills if you want to cover the Dex skills yourself. In this position it is competitive with other stats but not a must-have, which is ideally where all the stats would be all the time. If you add AC bonuses on top it simply becomes too good, and this is on the characters who wanted Dex the least before.

Raising frontliner ACs and adding a million other buffs via houserules will inevitably lead to power creep of encounters so they stay interesting. And if your houserules leave some builds behind unintentionally, like the rogue, swashbuckler, or any other light/unarmored frontliner, they start falling behind enough to feel really bad to play. The base game is very well balanced compared to previous editions' base games, and making modifications without careful evaluation of consequences will change that.


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I also have to say that it is just not about raising frontline ac.

On this forum I have read many modifies to a system which has no flaws ( AC, haste, barbarian instincts, etc... ), because reasons or hard to move on from p1.

And this one is simply one of those.

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