Post by David on Aug 3, 2009 12:37:10 GMT -5
What is a minotaur's AC if he dons chainmail? How much damage does an alaghi proficient in boxing do? What is the result if someone with body weapontry is also proficient with martial arts? How do you determine the AC of someone in armor but with natural base AC?
So, these are pretty unusual questions but also very reasonable. Sure, lizard men, minotaur, and half-dragons have tough hide, but shouldn't they be EVEN TOUGHER if they wear additional armor? I mean, a horse has base AC 7, but wearing leather (base AC 8) barding is an improvement for them.
Here's how I do it...and his ONLY applies to BASE ACs:
Shields: always apply. They're a totally separate "blocking" defense and are always fully cumulative.
Martial Arts: start with the best base AC and add +0 for hard, +1 for mixed, and +2 for soft, assuming FULL proficiency. The concept is that the softer the martial art, the more you can use it to defend yourself, but there are serious limits in any event.
Material Armor: take whichever armor is best and if the worse AC is greater than or equal to 1/2 the higher AC, add the square root of AC bonus (round down). The logic is that kinetic energy is the square of velocity, so a small increase in power has a large increase in penetration power (rather than a linear scale). What's more, it's good game logic.
For example: Garlok bathed in dragon's blood and now has base AC 5 (+5 bonus). He dons leather armor (AC 8 or +1 bonus). Because the bonus for his armor (+1) is less than 1/2 of the bonus of his higher armor (+5) and therefore of no benefit. If, on the other hand, Garlok put on some chainmail (AC 5), he'd get a +2 AC bonus. Note, this works the exact same way minotaur work by the book...!
Magical Protections: see oerdian.proboards.com/index.cgi?board=gameplayrules&action=display&thread=59
As for attacks, that's a bit trickier, if only to be fair. Among other things, it depends on the base damage of the attack.
For instance: Harbinder knows boxing (AC 7 and d6 punches). Harbinder also has body weapontry (AC 1 and d8+2 strikes). Using the previous AC rules, she's AC 0 (boxing is a mixed martial art, so +1). For her attack, however, she adds a d3 (half of her d6) to d8+2 and rounds DOWN to the nearest, natural die for d10+2. Against size large, she does 2d8+1 (d3 + d12+2 = d15+2 which is the same as 2d8+1)
So, these are pretty unusual questions but also very reasonable. Sure, lizard men, minotaur, and half-dragons have tough hide, but shouldn't they be EVEN TOUGHER if they wear additional armor? I mean, a horse has base AC 7, but wearing leather (base AC 8) barding is an improvement for them.
Here's how I do it...and his ONLY applies to BASE ACs:
Shields: always apply. They're a totally separate "blocking" defense and are always fully cumulative.
Martial Arts: start with the best base AC and add +0 for hard, +1 for mixed, and +2 for soft, assuming FULL proficiency. The concept is that the softer the martial art, the more you can use it to defend yourself, but there are serious limits in any event.
Material Armor: take whichever armor is best and if the worse AC is greater than or equal to 1/2 the higher AC, add the square root of AC bonus (round down). The logic is that kinetic energy is the square of velocity, so a small increase in power has a large increase in penetration power (rather than a linear scale). What's more, it's good game logic.
For example: Garlok bathed in dragon's blood and now has base AC 5 (+5 bonus). He dons leather armor (AC 8 or +1 bonus). Because the bonus for his armor (+1) is less than 1/2 of the bonus of his higher armor (+5) and therefore of no benefit. If, on the other hand, Garlok put on some chainmail (AC 5), he'd get a +2 AC bonus. Note, this works the exact same way minotaur work by the book...!
Magical Protections: see oerdian.proboards.com/index.cgi?board=gameplayrules&action=display&thread=59
As for attacks, that's a bit trickier, if only to be fair. Among other things, it depends on the base damage of the attack.
For instance: Harbinder knows boxing (AC 7 and d6 punches). Harbinder also has body weapontry (AC 1 and d8+2 strikes). Using the previous AC rules, she's AC 0 (boxing is a mixed martial art, so +1). For her attack, however, she adds a d3 (half of her d6) to d8+2 and rounds DOWN to the nearest, natural die for d10+2. Against size large, she does 2d8+1 (d3 + d12+2 = d15+2 which is the same as 2d8+1)