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| PerennialRook02-12-06, 09:31 PM | I have thought on this subject for quite some time and tried a few variants. I have come to use these variants: One. Armor as Damage Reduction and as Damage Conversion. Is use the rules as presented in UA. +5 Full Plate provides 6 DR, 7 DC, and +7 armor to AC. Damage Reduction and Damage Conversion is applied before normal Damage Reduction from race, magic, or class (negating the normal "DR does not stack" rule). Thus a 20th level barbarian in +5 Mithral Full Plate who is dealt 20 damage takes a mere 2 lethal and 7 nonlethal damage from the attack. Two. Base Defense Bonus. Instead of the normal UA BDB I use something that I think makes a little more sense. Rather than basing it on armor proficiency I base it on the character's ability to defend itself without armor. Thus a monk who dives into battle amidst greatswords and spiked full plate with nary more than thin cloth and sandals adorning his form does not come out on the short end of this equation. I think that armor garners dependency from it's wearer not a great understanding of how to avoid a blow. For balance issues the fastest BDB progression is at .6 per level for a total of +12 BDB at 20th level, nearly equal to the best protection available, +5 full plate standing at +13. Then .5, .4, and least of all .3 per level for a mere +6 at 20th level for those who have concentrated on strictly intellectual pursuits. By class: The Barbarian is a formidable combatant, though his protection against damage is in resistance rather than avoidance, garnering him a decent .5 per level. The Bard may heft a sword from time to time, but is much more at ease with an instrument in his hands, but he is prone to fail at diplomatic endeavors from time to time and is constantly putting himself at risk for a good tale to tell, winning him an appreciable .4 per level. The Cleric may know how to don armor and carry a mace, but his focus is elsewhere. Divine power is his defense against foes. But what he can't turn he fights, though not quite with the skill of his valiant counterparts. A .4 per level meets his needs. The Druid has many diverse talents, and, in good form, takes well to combat. He may be a tree hugger, but tooth, claw, and nail all defend his grove. This grants him an admirable .5 per level. The Fighter is a master of combat and easily swings a .6 per level. The Monk may very well have the best case for a high defense bonus. As a purely melee combatant with no armor but his skill he walks tall with a .6 per level. The Paladin is a combatant to be sure, a holy warrior who lives to kill. With that said, the paladin epitomizes the armor dependency argument. Attacking full bore he leaves his defense to his armor. This zealot receives a mere .4 per level. The Ranger must be ready to launch into combat at any moment and has nothing on which to rely but his own adeptness at avoiding combat. When all else fails he goes for dodging blows rather than taking them, since aid and safe harbor may be miles away. His prowess is marked at .5 per level. The Rogue always has another trick up his sleeve, though sometimes that trick is a tumble or a quick blade. Without fail this plucky adventurer always finds himself in a scrap he much face, in which case his extraordinary skill in avoiding harm comes to bare with a stunning .6 per level. The Sorcerer has failed when he must face the blade, and failure comes at great cost since he is not trained in handling such situations through nonmagical means. His .3 per level shows this. The Wizard has a small comfort zone from which it would have to stray very far in order to even be in a situation where ducking a swing would be required. No book teaches well enough the brutal art of sparring, rendering the wizard helpless in melee with a measly .3 per level. To recap: .6 - Fighter, Monk, Rogue .5 - Barbarian, Druid, Ranger .4 - Bard, Cleric, Paladin .3 - Sorcerer, Wizard Also, your defense bonus does not stack with the armor bonus and you lose your defense bonus when you lose your dexterity bonus to AC. |