Eldan

2011-10-18, 06:39 AM

This came from a discussion in an earlier thread about how damage reduction didn't really scale with level, and how high it should be to still remain relevant. Percentage-based damage reduction was brought up, e.g. damage reduction that reduces all damage by X%.

So, my suggestion is this:

Damage Reduction X/[material]

The X in damage reduction X means the following: Damage reduction reduces all bludgeoning, slashing and piercing damage that is not from [material] by 1 point, plus another point for each X points of damage dealt.

As a simple conversion for monsters, I suggest:

DR 5/X: Becomes DR 10/X.

DR 10/X: becomes DR 5/X.

DR 15/X: becomes DR 3/X.

Example 1:

The Iron Golem has DR 15/adamantine in the normal rules. Here, this turns into DR 3/adamantine.

Jack the Fighter hits the iron golem for 30 damage with his greatsword. Damage reduction prevents 1 damage, plus another 30/3=10 damage, for a total of 11 damage prevented, or 19 damage dealt.

His party colleague, Bob the Rogue, deals 7 damage with his shortsword.

Damage reduction prevents 1 damage, plus another 7/3=2 damage (rounded down), for a total of 3 damage prevented, or 4 damage dealt.

Example 2:

The Dretch has DR 5/cold iron or good in the old system. In the new system, it would have DR 10/X.

Jack the Fighter, again, deals 30 damage with his greatsword. Damage reduction prevents 1 damage, plus another 30/10=3 damage, for a total of 4 damage prevented, or 26 damage dealt.

Bob the Rogue, again, deals 7 damage with his shortsword.

Damage reduction prevents 1 damage, plus another 7/10=0 damage (rounded down), for a total of 1 damage prevented, or 6 damage dealt.

Effect?

Notably, at low levels, DR will not be as strong. Perhaps level scaling would have to be introduced again in the conversion, I'm not quite sure. People dealing smaller amounts of damage several times, e.g. TWF-combatants dealing four times 1d6+3 damage, still have a chance to hit these fighters, while the reduction doesn't become entirely pointless against people dealing hundreds of damage per attack.

Thoughts?

So, my suggestion is this:

Damage Reduction X/[material]

The X in damage reduction X means the following: Damage reduction reduces all bludgeoning, slashing and piercing damage that is not from [material] by 1 point, plus another point for each X points of damage dealt.

As a simple conversion for monsters, I suggest:

DR 5/X: Becomes DR 10/X.

DR 10/X: becomes DR 5/X.

DR 15/X: becomes DR 3/X.

Example 1:

The Iron Golem has DR 15/adamantine in the normal rules. Here, this turns into DR 3/adamantine.

Jack the Fighter hits the iron golem for 30 damage with his greatsword. Damage reduction prevents 1 damage, plus another 30/3=10 damage, for a total of 11 damage prevented, or 19 damage dealt.

His party colleague, Bob the Rogue, deals 7 damage with his shortsword.

Damage reduction prevents 1 damage, plus another 7/3=2 damage (rounded down), for a total of 3 damage prevented, or 4 damage dealt.

Example 2:

The Dretch has DR 5/cold iron or good in the old system. In the new system, it would have DR 10/X.

Jack the Fighter, again, deals 30 damage with his greatsword. Damage reduction prevents 1 damage, plus another 30/10=3 damage, for a total of 4 damage prevented, or 26 damage dealt.

Bob the Rogue, again, deals 7 damage with his shortsword.

Damage reduction prevents 1 damage, plus another 7/10=0 damage (rounded down), for a total of 1 damage prevented, or 6 damage dealt.

Effect?

Notably, at low levels, DR will not be as strong. Perhaps level scaling would have to be introduced again in the conversion, I'm not quite sure. People dealing smaller amounts of damage several times, e.g. TWF-combatants dealing four times 1d6+3 damage, still have a chance to hit these fighters, while the reduction doesn't become entirely pointless against people dealing hundreds of damage per attack.

Thoughts?