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Post by mao on Feb 8, 2019 8:56:26 GMT -5
Ok this is more of a theoretical idea. It sounds good but adds unnecessary complexity. The idea is to have 3 dif armor classes for situations.
Missile AC +1 AC if you have a shield -1 if you don't melee AC Standard -1 . Spell or touch ac: -4
not a goofy idea but as I said a nice idea that no one will use
Thoughts?
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Post by ripx187 on Feb 8, 2019 20:10:02 GMT -5
I do all of this and much more. I don't think that Armor Class should be static, but float around as the situation dictates. Tactics are a thing, even in OD&D. I was never a fan of two enemies just standing there, taking turns clobbering each other and I prefer it when the players create movement.
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Post by Malcadon on Feb 21, 2019 2:54:55 GMT -5
I always like the idea of defense scores being based on mobility (high-low Dexterity), skill (class/level bonus), cover (shield/cover/obscurement bonuses) and encumbrance (penalty), while body armor serves as Damage Reduction, much like with Crimson Blades. But I was never a fan of the Armor Class system, and OD&D's nonadjustable AC scores where even more wonky (magical armor lowing the attacking creature's to-hit HD by it magic bonus is too weird for my liking).
Although, I find that shields get the raw end of the deal due to their small bonus, regardless of the edition. Personally, I would love to have them offer a bonus to physical saving throws like Breath-Weapons (besides protection against normal attacks) to give them more utility.
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Post by hedgehobbit on Feb 21, 2019 19:36:34 GMT -5
Ok this is more of a theoretical idea. It sounds good but adds unnecessary complexity. The idea is to have 3 dif armor classes for situations. Missile AC +1 AC if you have a shield -1 if you don't melee AC Standard -1 . Spell or touch ac: -4 not a goofy idea but as I said a nice idea that no one will use Back in my 2e days, I gave each character four ACs, a normal one and one each against the three weapons types: piercing, slashing, and crushing. This was a substitute for the weapon vs armor table. It wasn't complicated at all. Adding a missile one and a touch AC should be perfectly playable. I always like the idea of defense scores being based on mobility (high-low Dexterity), skill (class/level bonus), cover (shield/cover/obscurement bonuses) and encumbrance (penalty), while body armor serves as Damage Reduction, much like with Crimson Blades. Do you play D&D this way?
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Post by Malcadon on Mar 3, 2019 5:35:27 GMT -5
Do you play D&D this way? Yes.
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Post by simrion on Mar 24, 2019 13:29:25 GMT -5
I've toyed with systems to reflect the swords and sandals minimal armor style of fantasy adventure but have yet to truly find a system I like. Closest was a 3e feat in a 3rd party pub which increased armor class by level when not armored sadly not adaptable to OD&D since no feats
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Post by Mr Darke on Mar 28, 2019 12:36:40 GMT -5
I've toyed with systems to reflect the swords and sandals minimal armor style of fantasy adventure but have yet to truly find a system I like. Closest was a 3e feat in a 3rd party pub which increased armor class by level when not armored sadly not adaptable to OD&D since no feats The 3.X Unearthed Arcana had a rule for this. It was based on class and level...hang on... Here it is.Converting to OD&D and classic D&D should be fairly easy.
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Post by simrion on Mar 31, 2019 7:06:11 GMT -5
I've toyed with systems to reflect the swords and sandals minimal armor style of fantasy adventure but have yet to truly find a system I like. Closest was a 3e feat in a 3rd party pub which increased armor class by level when not armored sadly not adaptable to OD&D since no feats The 3.X Unearthed Arcana had a rule for this. It was based on class and level...hang on... Here it is.Converting to OD&D and classic D&D should be fairly easy. Ohhh that's a good one have an exalt!
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Post by Malcadon on Apr 2, 2019 11:29:36 GMT -5
I've toyed with systems to reflect the swords and sandals minimal armor style of fantasy adventure but have yet to truly find a system I like. Closest was a 3e feat in a 3rd party pub which increased armor class by level when not armored sadly not adaptable to OD&D since no feats The 3.X Unearthed Arcana had a rule for this. It was based on class and level...hang on... Here it is.Converting to OD&D and classic D&D should be fairly easy. If you want to use the D20 system, I recommend looking up "Conan RPG Pocket Edition".
Mind you, its a beefy system built on the already beefy D20 system.
In this system, AC is replaced by Dodge Defense (DD) and Parry Defense (PD). DD is based on Dexterity, class bonus by level and shield & cover bonuses, and requires open area to maneuver in. PD is based on Strength, class bonus by level and shield & cover bonuses, and works best when you have allies on your flank. Agile classes like the Barbarian, Thief and Pirate get the best DD bonus. Not so much for the Soldier class (basically a Fighter but with class abilities focused on formation combat), as they gets the best PD, as that is their focus. DD is greatly effected by armor and encumbrance (but not PD).
Armor is used as Damage Reduction. Armor, if layered, can get strong enough to nigate most weapon attacks, but weapons with an Armor Piercing (AP) score of 1 or more (plus Str bonus) can deduce the armor's effective DR. AP is based on the cutting power of the weapon and raw blunt-force. It is also greatly effected by the quality of a weapon, so primitive weapons made of rocks and bone have no penetration, and usually brake on contact with metal armor, while Akbitanan weapons (think: Damascus steel) can cut though armor like a tin can in an old Ginsu knife ad.
If you are interested in what the Conan rules did, but you rather use WotC's rule variant as a base, try this:
As for the above link, I would list the Defense Bonus For Other Classes table as: Use column A for druid, sorcerer or wizard. Use column B for cleric, fighter or paladin. Use column C for bard, ranger or rogue. Use column D for barbarian or monk.
I personally recommend cutting 2-points across the board, and allow for Dex, shield and cover bonuses to apply.
Armor DR can be equal to the Armor's AC Bonus, plus 2.
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