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D&D 3E
I'm looking to use an Armor as Damage Reduction system for my game. I… 
16th-Jun-2006 05:52 pm
chocobo
I'm looking to use an Armor as Damage Reduction system for my game. I am aware of the variant in Unearthed Arcana, but I'm looking for a system where armor gives only DR and not also an AC bonus. Any ideas on a good scale for the DR (so what DR leather armor gives, what DR full plate gives)? Or how to have magic bonuses (such as on "full plate +2") apply?

My current thought is to have DR range from 1/- (leather armor) to either 4/- (full plate) or 8/- (full plate), or possible have the armor reduction be a range (so leather reduces by 1d2, fullplate by 2d4 or something). I was originally thinking that I could just have the "+1" magic bonus add to the armor's DR, but I'm starting to wonder if that will work. Any suggestions?
Comments 
17th-Jun-2006 02:16 am (UTC)
Furthermore, the chance of getting hit increases by .05*Bonus [Bonus is the armor bonus], so we're looking for the Damage where Bonus/Damage = .05*Bonus. Simple math gives us that Damage = Bonus/(.05*Bonus), or Damage = 20. Thus the threshhold for your armor doing well is always 20 damage on average, no matter what armor you're wearing.

So the question is, do more creatures do >20 damage a hit or <20 damage a hit?
17th-Jun-2006 02:19 am (UTC)
You went into that way more accurately than I had the patience for, but you're dead on.
17th-Jun-2006 02:23 am (UTC)
I like math a lot ;p

You also have a good point, that any abilities that rely on simply hitting the guy rather than doing actually damage are going to be more powerful. It's something else to consider, but I think it will work out since I think most creatures do less than 20 damage average a hit.
17th-Jun-2006 02:25 am (UTC)
Yeah, but the DM is going to know which ones don't.

When it comes down to it, D&D is a subjective game balanced by the DM rather than an objective game balanced by mechanics.

*shakes fist at Rule 0*
17th-Jun-2006 03:40 am (UTC)
Fortunately, most of those things involve a save (I'm running a sorceress in August that has a snake familiar, so I've been looking it all up) and save-based special attacks are often kind of sucky. They get less powerful as the characters advance, basically. Which is kind of the opposite of the armor thing, but it's not a big enough discrepancy to cause a problem. I think. (It's late.)
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