Originally Posted by Seerow
Responding to both here: The problem with DR is pretty simple. DR applies against each attack individually, and does not scale. At low levels, a few points of DR can make you immune to a literally infinite number of goblins. On the other hand, at high level that same few points of DR doesn't do a thing for you.
The other problem is that DR is more beneficial against enemies with lots of weaker attacks, and much more susceptible to a single big attack. This means it inordinately hurts two weapon fighting, monsters with lots of natural attacks, or hordes of weaker creatures.
The refreshing temporary HP pool makes sure that the damage blocked remains relatively constant regardless of enemy type, and the level based scaling to HP lets it stay relevant even into late game levels. As long as the enemy is capable of dealing at least as much damage per round as your armor can block, your armor is useful, but isn't making you immune to damage. And any on level challenge should be able to do that without too much trouble.
Oh one other benefit of the temporary HP: It also applies to damage dealing spells, and not just melee attacks. Some people may consider this a negative, but I think it's a good thing.
Well, I don't know of any of stats that scale well if you never increase them. I would assume that most people don't count on DR 3 having the same impact at level 20 as at level 2.
With this model, DR is still DR no matter what name you call it, even if it's collective DR instead of spread out.
There should be plenty of balanced monsters for you to fight, and if your DM really wants to be a **** then he'll just have the Dragon aim his breath weapon at the parties wizard and 1-shot him anyway.
I think that DR is just to hard to get and to expensive at higher levels. Plus, most of it comes in the form of x/magic; just change it all to x/- and you'll get alot more use out of it.
In my own armor fix I make it easier to get decent (I think) amounts of DR at higher levels; if you haven't read the update already go check it out.
Like I mentioned in my edit above, I'm not totally sold on the degradation mechanic myself. It was put out as an option if you want to allow the eventual wearing down of armor, so it's nearly impossible to be completely immune, while still giving a fair amount of protection. (Consider +5 Full Plate at level 20. You start with 130 blocked per round, second round it's 120, third it's 110, and so on. Even with the armor getting worn down each round, the armor overall blocked 910 hp damage, which is a huge boon. But combat probably shouldn't last that long, and it would only matter if you don't get the few minutes to fix the armor before moving on to a new combat.
Ah ok, I wasn't sure what you meant by "fix". Cause if you are going for the realism angle, then your fighter is gonna be lugging a portable forge around with him or hitting up the wizard for Mend spells :P