finarvyn wrote:
I've seen several posts with numbers about the effect of DR. Let me toss in some numbers of my own instead of trying to address each individual post's suggested effects.
I should mention that these numbers aren't with any particular rules edition in mind, and I don't have any charts handy. It's supposed to illustrate in general how AC boost versus Damage Resistance might affect combat in a D&D combat system.
Let's consider an 8th level Fighter (say he has 8d10 hp). Let's further give the fighter plate mail (AAC 17) with 5 DR points per hit.
8d10 hp translates to 8*5.5 or roughly 44 hit points.
AAC 17 would give a basic opponent about 20% chance to hit him (17-20) and maybe he takes 4.5 points (1d8) each hit, for about 0.9 points damage per round. The fighter could survive (44/.9) roughly 49 rounds of combat.
Give the armor AAC 10 and 5 DR points and things get interesting. The AAC 10 would be hit 55% of the time (10-20) but the armor would absorb 5 hits out of every 8 and the hits that do make it though would do 1-3 points, or 2 points average per hit. Put those factors together and you get 0.6875 points damage per round. The fighter survives (44/.6875) roughly 64 rounds of combat.
You see the general trend. One would have to juggle numbers around to determine what DR is "fair" in order to offset the loss of AC. Too much or too little and game balance shifts strangely.
The problem we are playing with right now is what is a basic opponent for a 8th level fighter. If a 7th level equivalent encounter does 2-8+2 damage? Then combat will go quicker. If it really does d8 damage, then it is an issue.
I was playing with some more numbers for DR. It is hard to find a good number for DR since we do not really know the numbers in the game.
If DCC is keeping to very low damage output for opponents, then DR numbers could be something like this:
Leather, Studded Leather (DR1)
Chain (DR2)
Banded/Plate (DR3)
Mithral (LoTR) (DR4 or 5)
Yes, the AC bonuses would be different for the various AC... so it is more of a combination effect.
Look at 2 8th level fighters going at each other...
45 hp each.
One on a picnic with his GF (19AC, 14 STR) d8+2 damage --- will hit AC 17 65% of the time
One in plate armor (17AC, 14STR) d8+2 damage --- Will hit AC10 90% of the time
The additional damage reduction would almost guarantee that he wins the combat. Which would be appropriate for someone with far superior equipment. Even if he got lucky in combat, it would be a tough fight to win the battle. Those extra HP's from DR would be key in winning a fight. Just like in classic literature. The better AC opponent (especially in plate armor) will win most fights. The few points of AC difference as you climb in levels will make less of a difference to the fight unless DR is involved.
SIDE NOTE: If critical hits are rolls equal to the targets AC, then the unarmored person would be more likely to score a critical. Than the person in plate armor against the squishy. Maybe that is another balancing point.
You could even do a chart like this:
Code:
Armor AC Bonus DR MAX AGL Bonus
Leather +1 1 +5
Studded Leather +2 1 +4
Ring/Brigadine +2 2 +3
Chainmail +3 2 +2
Banded/Split +3 3 +1
Plate +4 3 +0
Shield +1 - -1 modifier
Please note all numbers are raw numbers right now... just for the basis of discussion.
That table still lets AC have a value, more hits would land but the DR would be the major difference in the combat.
As damage is assigned to a character, any hit points above have can be described as scratches, bumps, bruises, or exhaustion. One you hit half, you are bloodied and take more significant cuts more serious damage.
Why am I spending so much effort on this? I am trying to come up with a simple, more book representative combat system. That works into some of my ideas on the HP thread. And to avoid damage that hits a characters stat score. I hate recalculating bonuses on the fly when adventuring.
So if we can bring things together a bit more, we can have a cleaner running game.