Thread: Armor Fix Idea [D&D 3.5] View Single Post
01-11-2012, 02:25 PM   Top  -  End  -  #25
Seerow
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Re: Armor Fix Idea [D&D 3.5]

Quote:
 Originally Posted by Pechvarry I'm having problems with understanding this. Is that supposed to read "So its natural armor + size mod should equal 11"? And if this is correct, you're saying that you're subtracting the -1 size mod (the same as adding 1). Or else I'm totally confused.
The example was apparently kind of confusing, the easiest way to look at it is to just take the base formula provided and sub things in.

Natural Armor = (8+1/4[CR]) - Dex Mod - Size Mod
Natural Armor = (8+1/4[8]) - 2 - (-1)
Natural Armor = 8 + 2 - 2 - (-1)
Natural Armor = 10 - 2 + 1
Natural Armor = 9

I think I'll probably rewrite the example using that instead of what I have. It should make more sense that way. If you're still confused let me know.

Quote:
 For the armor-temp-HP thing, it's interesting to note that there are a LOT of ways this can be accomplished. Large per-encounter pools, or even a large pool that only refreshes when you take the time to repair your armor, using specific rules. Example: You may make a Craft (armorsmithing) check to repair straps, knock out dents, etc, to restore (craft result) of your armor's HP pool. This takes 10 minutes. That would let you make 6 attempts while your wizard memorizes spells in the morning. I would eschew gold costs, though. The per-round formula could be worked a lot of different ways, too. So definitely post back if you ever get to test these changes. One thing which smooths out the progression instead of sudden leaps in efficacy at certain BAB milestones is having a formula which increases by level - whether through BAB yet again (not fond of this when adding BAB to AC already), simply adding the player's HD, whatever - and multiplying the result based on armor grade. e.g. double for medium and triple for heavy.
Well I think there's a certain elegance to getting more hp at the same time as getting more attacks. It helps slightly with keeping defense up to par with offense. If/when I get a campaign going with this I'll probably make changes, but for now I'm actually pretty happy with it. I think a smaller refreshing pool is more interesting than a large pool that doesn't refresh. If you just give a huge pool that doesnt refresh until the next day, the character feels invincible for the first few fights, and really squishy at the end of the day. Some people may enjoy that, but I personally do not.
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