Setting up for a ravenloft campaign, and I'm looking at mechanic that speed up combat and make it more drastic. There's an idea I've heard of that seems it might fit, but I'm trying to vet the idea for unforeseen consequences; You skip rolling to attack and simply roll damage. Armor Class is replaced with Armor Score, which is calculated as AC-10. That number is applied as a damage reduction to each attack. Saves from damaging spells would be unchanged.
This seems to favor damage-adding effects and the more damaging single-hit attacks.
High AC will be super important in the early game and a fairly minor factor in the late game. Imagine a 1st level character reducing 8 damage from every attack, then an 11th level character reducing 11 damage from every attack
What happens to the many things that affect attack rolls, like advantage/diaadvantage, Vicious Mockery, Great Weapon Master, Archery, etc.?
Things that add damage to hits, like Sneak Attack, Hunter's Mark, and Battle Master Maneuvers, will get a lot more powerful.
Two weapon fighting and sword and board will suck compared to two handed weapons.
Weapon proficiency doesn't matter anymore, and non-martials will be a lot better at using weapons, even with ones they're proficient in.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I don't think I understand points 1 and 4. Point 2 sounds like the biggest issue so far. Point 5 might be mitigated by some sort of other penalty to damage.
I don't think I understand points 1 and 4. Point 2 sounds like the biggest issue so far. Point 5 might be mitigated by some sort of other penalty to damage.
On point 1: Many CR <1 creatures deal less than 8 damage per hit, so a PC with AC 18 would be functionally invincible until monster damage catches up.
CR > 10 creatures commonly deal 20 damage or more on a hit and attack several times per turn. The highest common, sustainable AC is 21, so even the most heavily armored combatant would still be taking serious chip damage at this level.
They used to use a DR system in earlier editions. The real problem is totally screws over the guy who wants more weak attacks. Look at Magic Missile for example.
I would make it a % down instead of a straight reduction. ACx2% works OK (, but you could make it 3% or 4% if you desire.) At xACx2%, then AC of 10 = 20% reduction, AC of 15=30% reduction, AC of 20 = 40% reduction in damage.
Setting up for a ravenloft campaign, and I'm looking at mechanic that speed up combat and make it more drastic. There's an idea I've heard of that seems it might fit, but I'm trying to vet the idea for unforeseen consequences; You skip rolling to attack and simply roll damage. Armor Class is replaced with Armor Score, which is calculated as AC-10. That number is applied as a damage reduction to each attack. Saves from damaging spells would be unchanged.
This seems to favor damage-adding effects and the more damaging single-hit attacks.
This is a more balanced method:
Add up all the damage you would do in one round, roll that damage all at once, and multiply by 0.5, if you have Adv multiply by 0.75, if you have DisAdv multiply by 0.25
Take Armor Class - 16 then multiply by your character level (or CR if an enemy), subtract this from the remaining damage you take (do nothing if the result is < 0).
For saving throw damage: Multiply by 0.75, or 0.5 if you have proficiency in the saving throw, or 0.25 if you have Evasion.
Setting up for a ravenloft campaign, and I'm looking at mechanic that speed up combat and make it more drastic. There's an idea I've heard of that seems it might fit, but I'm trying to vet the idea for unforeseen consequences; You skip rolling to attack and simply roll damage. Armor Class is replaced with Armor Score, which is calculated as AC-10. That number is applied as a damage reduction to each attack. Saves from damaging spells would be unchanged.
This seems to favor damage-adding effects and the more damaging single-hit attacks.
A few thoughts come to mind.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I don't think I understand points 1 and 4. Point 2 sounds like the biggest issue so far. Point 5 might be mitigated by some sort of other penalty to damage.
On point 1: Many CR <1 creatures deal less than 8 damage per hit, so a PC with AC 18 would be functionally invincible until monster damage catches up.
CR > 10 creatures commonly deal 20 damage or more on a hit and attack several times per turn. The highest common, sustainable AC is 21, so even the most heavily armored combatant would still be taking serious chip damage at this level.
They used to use a DR system in earlier editions. The real problem is totally screws over the guy who wants more weak attacks. Look at Magic Missile for example.
I would make it a % down instead of a straight reduction. ACx2% works OK (, but you could make it 3% or 4% if you desire.) At xACx2%, then AC of 10 = 20% reduction, AC of 15=30% reduction, AC of 20 = 40% reduction in damage.
This is a more balanced method:
Add up all the damage you would do in one round, roll that damage all at once, and multiply by 0.5, if you have Adv multiply by 0.75, if you have DisAdv multiply by 0.25
Take Armor Class - 16 then multiply by your character level (or CR if an enemy), subtract this from the remaining damage you take (do nothing if the result is < 0).
For saving throw damage: Multiply by 0.75, or 0.5 if you have proficiency in the saving throw, or 0.25 if you have Evasion.