| Post/Author/DateTime | Post |
|---|---|
| Glak06-29-04, 11:02 AM | They seem like the perfect combination. I like a low-magic game so there is no way that AC can keep up with attack bonuses. I am also setting this campaign in an area were armor isn't used much. So here is what I am doing: Each class has a BDB, but not the ones used in UA. Just like BAB they come in 1/1, 3/4, and 1/2 progressions. This way it keeps up with armor. If one character has BAB progression of 0.75 and his foe has a BDB progression of 0.75 then at every level the two will cancel each other out. Armor gives DR only. I'm thinking that the max value will be 3 or 4 so that weaker characters still have a chance to deal damage. Or I might make it work like normal DR with a 5/piercing armor or something like that. Then using the right weapon vs the right armor would be an issue. Or perhaps you can't bypass it completely but you get some sort of advantage. I think that BDB will stack with Dex for max defense bonus, not sure though. Shields will give a bonus to AC, not DR. |
| Lady Fierna06-29-04, 11:14 AM | My set of rules: Classes have DB as described in UA (based on armor proficiency). Armor provides DR and damage conversion (which equals the armor bonus minus DR) (so does NA), but not AC; shields provide only AC. Healing spells convert lethal damage into nonlethal damage. All characters have reserve points equal to their max hp that can only be used to get rid of subdual (nonlethal) damage. It provides more realism and allows magical armor to reduce damage. |
| Glak06-29-04, 05:01 PM | Hmm damage conversion, hadn't thought of that. Yeah I'll be using that instead of reduction. I made six types of armor . Armor check will be equal to the damage conversion. |