I'm interested in borrowing or jury-rigging the two Armor Classes from Starfinder (EAC/KAC) into D&D 5e for a homebrew science fantasy game (our group is definitely notinterested in switching completely to Starfinder), looking for more ideas and/or feedback. I believe that this divide could add enough depth to be worth the cost of added complexity, and would come with a host of new sci-fi inspired weapons that deal a range of damage types (and a few new spells that specifically target KAC).
Here are some of my ideas:
KAC (Kinetic Armor Class) is the armor class to roll against for weapon or spell attacks that deal bludgeoning, piercing or slashing damage (I'm also toying with looping thunder into this fold). If an attack results in multiple damage types, it will target KAC if at least one of those damage types is either bludgeoning, piercing or slashing (ie Divine Smite, elemental weapon, flame tongue, etc.). Monsters or classes that would traditionally have resistance to BPS might instead just have bonuses to KAC and lower EAC, to reflect their stronger physical defenses in a way that doesn't force as much resistance-math (which I've noticed my players hate).
KAC is calculated as normal AC, using any combination of armor, shields, and Dexterity modifier.
EAC (Energy Armor Class) is rolled against for weapon or spell attacks that deal any other damage type, or any combination of damage types, provided none of them are bludgeoning, piercing or slashing (optional: or thunder).
I want EAC to be calculated differently, not just alternate scores on various armor types as Starfinder does. So, I thought to create a separate AC system for EAC that calculates in a similar manner to regular AC, but requiring different scores and proficiencies, so that typically high-AC classes (especially ones with d10/d12 hit dice) might not necessarily have high EAC, and lower-AC classes (generally, spellcasters) would have access to higher EAC - giving the existing game balance a good shake and seeing what becomes of it. The main idea I'm working with is this:
Base EAC = 10 + your Wisdom modifier (based on a character's awareness and general resistance to panic). EAC can be raised by equipping armor-like items called wards, which come in low, medium, and high varieties (providing bonuses similar to light, medium, and heavy armor). Different classes have proficiency in different levels of wards, with only Sorcerers and Wizards gaining proficiency in high wards (providing static bonuses to EAC without any need for wisdom). Some medium wards and all high wards offset their extra bonuses to EAC by inflicting disadvantage to Perception checks, similar to how medium and heavy armor adds disadvantage to Stealth checks. The ward equivalent of a shield (let's call it a "shield ward") might prevent its user from concentrating on a spell as long as it is equipped, similarly to how a regular shield prevents the wielder from using higher-damage 2-handed weapons. Like a shield, a shield ward could be easily dropped when required. Wards would probably have a more generous don/doff time than armor, if only because I can't think of how this would upset balance terribly.
Any magic items that provide a bonus to AC would affect both KAC and EAC (yes, even magic shields), as would the Defense fighting style. The Barbarian's unarmored defense would allow them to calculate EAC as 10 + Wis + Con, and the Monk's unarmored defense would apply to EAC and KAC equally, as would the tortle's natural armor, shield, or any other static bonus effect.
I like this idea because I find Armor Class to be a very simple feature, which is sometimes elegant, but sometimes lacks depth. By splitting it up (and adding some interesting new weapons and spells), I'm excited to see what kinds of meaningful decisions players will have to make when choosing their weapons and spells. I also like that it will force classes like Fighter or Barbarian to consider putting points in Wisdom or another mental skill for mechanical purposes, and not just role-play.
Has anyone else tried anything like this? Have any thoughts? Ideas? Suggestions? Feedback?
I'm interested in borrowing or jury-rigging the two Armor Classes from Starfinder (EAC/KAC) into D&D 5e for a homebrew science fantasy game (our group is definitely not interested in switching completely to Starfinder), looking for more ideas and/or feedback. I believe that this divide could add enough depth to be worth the cost of added complexity, and would come with a host of new sci-fi inspired weapons that deal a range of damage types (and a few new spells that specifically target KAC).
Here are some of my ideas:
KAC (Kinetic Armor Class) is the armor class to roll against for weapon or spell attacks that deal bludgeoning, piercing or slashing damage (I'm also toying with looping thunder into this fold). If an attack results in multiple damage types, it will target KAC if at least one of those damage types is either bludgeoning, piercing or slashing (ie Divine Smite, elemental weapon, flame tongue, etc.). Monsters or classes that would traditionally have resistance to BPS might instead just have bonuses to KAC and lower EAC, to reflect their stronger physical defenses in a way that doesn't force as much resistance-math (which I've noticed my players hate).
KAC is calculated as normal AC, using any combination of armor, shields, and Dexterity modifier.
EAC (Energy Armor Class) is rolled against for weapon or spell attacks that deal any other damage type, or any combination of damage types, provided none of them are bludgeoning, piercing or slashing (optional: or thunder).
I want EAC to be calculated differently, not just alternate scores on various armor types as Starfinder does. So, I thought to create a separate AC system for EAC that calculates in a similar manner to regular AC, but requiring different scores and proficiencies, so that typically high-AC classes (especially ones with d10/d12 hit dice) might not necessarily have high EAC, and lower-AC classes (generally, spellcasters) would have access to higher EAC - giving the existing game balance a good shake and seeing what becomes of it. The main idea I'm working with is this:
Base EAC = 10 + your Wisdom modifier (based on a character's awareness and general resistance to panic). EAC can be raised by equipping armor-like items called wards, which come in low, medium, and high varieties (providing bonuses similar to light, medium, and heavy armor). Different classes have proficiency in different levels of wards, with only Sorcerers and Wizards gaining proficiency in high wards (providing static bonuses to EAC without any need for wisdom). Some medium wards and all high wards offset their extra bonuses to EAC by inflicting disadvantage to Perception checks, similar to how medium and heavy armor adds disadvantage to Stealth checks. The ward equivalent of a shield (let's call it a "shield ward") might prevent its user from concentrating on a spell as long as it is equipped, similarly to how a regular shield prevents the wielder from using higher-damage 2-handed weapons. Like a shield, a shield ward could be easily dropped when required. Wards would probably have a more generous don/doff time than armor, if only because I can't think of how this would upset balance terribly.
Any magic items that provide a bonus to AC would affect both KAC and EAC (yes, even magic shields), as would the Defense fighting style. The Barbarian's unarmored defense would allow them to calculate EAC as 10 + Wis + Con, and the Monk's unarmored defense would apply to EAC and KAC equally, as would the tortle's natural armor, shield, or any other static bonus effect.
I like this idea because I find Armor Class to be a very simple feature, which is sometimes elegant, but sometimes lacks depth. By splitting it up (and adding some interesting new weapons and spells), I'm excited to see what kinds of meaningful decisions players will have to make when choosing their weapons and spells. I also like that it will force classes like Fighter or Barbarian to consider putting points in Wisdom or another mental skill for mechanical purposes, and not just role-play.
Has anyone else tried anything like this? Have any thoughts? Ideas? Suggestions? Feedback?