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Since: Sep 26, 2006 Posts: 413
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(Msg. 91) Posted: Sun Mar 02, 2008 4:41 pm
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.] Archived from groups: rec>games>frp>dnd (more info?)
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In article <47ca21d3.DeleteThis@clear.net.nz>, tussock <scrub.DeleteThis@clear.net.nz> wrote:
>Del Rio wrote:
>> tussock wrote:
>>>Del Rio wrote:
>>
>> Although truthfully *skill* is what matters more in avoidance than raw
>> dexterity. Between blocking / parrying and sidestepping / dodging,
>> that's how a fighter avoids "getting hit".
>
> In the real world, fighters *don't* avoid getting hit, no matter how
>much they'd like to. Real medieval and ancient warriors carried hundreds
>of breaks and scars from training, the lists, and battle.
So, you've never seen an agile fighter avoid a blow (duck
under it, sidestep it, jump back from it, etc). Ok, I'll just
have to take that one on faith. If I said that I had, would
have you believe me?
>> Armor doesn't keep you from getting hit (in fact, by slightly impeding
>> your movements with constriction and mass, and often obscuring your
>> peripheral vision, it makes you slightly more prone to getting hit),
>
> Simply wrong. It causes sensible opponents to attack in ways that are
>easier to defend against, making you get hit less often. Real armour
>prevents whole classes of strikes with normal weapons from being
>effective, allowing an easier defence and simultaniously more vigorous
>attack.
I see people get hit on their armor all the time, and it *does*
hurt them. It just doesn't hurt them as much as it would if
they weren't wearing the armor (or if they were using sharpened
or penetrating weapons). Certainly it means that a class of
light jabs and such that would ordinarily be a death of a 1000
cuts type of fight won't work because those just bounce. Back
to that whole "modeling it as DR" - anything below 2hp damage
(or whatever) just bounces.
>> but armor absorbs the energy of the hit and distributes it across a
>> wider area so it doesn't injure you as badly, which is what makes it
>> worth using.
>
> People don't hit an armoured opponent the same way they hit an
>unarmoured one. It's just not that simple, other than perhaps with random
>shrapnel damage or the like.
>
> It's all modelled quite correctly in *DnD* by having armour make you
>harder to *hit for damage*, even if that doesn't neatly model some modern
>weapons or long-range missile fire.
It isn't just *modern* missile fire that isn't accurately
accounted for. Although, amusingly enough, the first thing that
caused my group to question the AC rules was when someone got
hold of exploding arrows, and wanted to know why it was harder
for him to hit the guy in platemail than the acrobat (on the
grounds that the arrow itself didn't need to cause an actual
wound in order for the exploding part to do damage).
> I have been told I flick randomly between brilliant insight and
>ludicrous stupidity; with perhaps some emphisis on the latter.
Well, I still disagree about the "best" way to model AC, but
your explanation made a lot more sense than the part where you
appeared to be just flatly denying physics.
--
"I know I promised, Lord, never again. But I also know
that YOU know what a weak-willed person I am." >> Stay informed about: |[4E] - Mike Mearls on magic-less parties |
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Since: Apr 02, 2007 Posts: 88
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(Msg. 92) Posted: Sun Mar 02, 2008 4:41 pm
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Del Rio wrote:
> Although, amusingly enough, the first thing that
> caused my group to question the AC rules was when someone got
> hold of exploding arrows, and wanted to know why it was harder
> for him to hit the guy in platemail than the acrobat (on the
> grounds that the arrow itself didn't need to cause an actual
> wound in order for the exploding part to do damage).
And this is where *touch* attacks come in.
I can imagine a couple different "arrows" here - if the explosive is around
the shaft (so there's still an arrow-head to stick you with), you have to
beat the full AC to have the arrowhead stick. If that fails, check the
touch AC - if that succeeds, you hit, but didn't penetrate. Explosive goes
off on ground near target. If you miss the touch AC, grenade rules apply.
If you hit with the full AC, the arrowhead sticks. The explosive goes off
while attached, probably extra explosive-damage to target, and definitely
no reflex save.
If the explosive is at the tip, it's probably sticky. So then you only need
a ranged touch attack - a miss follows grenade rules, a hit detonates on
the target, again, no reflex allowed. (I wouldn't use extra damage here
because you didn't initiate an opening in the defender's skin to irritate.)
In this case, it definitely would be easier to cause damage to the guy in
plate than the acrobat. The guy in plate would have a base touch AC of 11
(assuming a dex of 12+), plus maybe some stuff from ring of protection
(deflection bonus), and maybe a dodge skill (and probably others I'm
missing off the top of my head). The acrobat can have all of those other
magic items, plus a higher dex bonus (assuming a dex of 14+). >> Stay informed about: |[4E] - Mike Mearls on magic-less parties |
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Since: Apr 28, 2004 Posts: 1014
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(Msg. 93) Posted: Sun Mar 02, 2008 4:42 pm
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Apr 28, 2004 Posts: 1014
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(Msg. 94) Posted: Sun Mar 02, 2008 5:08 pm
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Keith Davies wrote:
<snip: good stuff>
> Seriously, tanks have it rough in 3e. If they're getting hit more often
> than the guys without armor, something's wrong.
That's a fair point. To play devil's advocate a moment, one might
note that real world warriors doing skirmish-type attacks often didn't
wear the heaviest available armour, as speed and endurance mattered more
than the protection.
Heavy armour was for heavy foot and heavy cav.; blocks you expect to
clash in place with the main weight of your enemy for an extended period.
If your DnD battles where similar, you'd want heavy armour too.
--
tussock
I'm like a box of chocolates; you never know what you're gunna get. >> Stay informed about: |[4E] - Mike Mearls on magic-less parties |
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Since: Apr 28, 2004 Posts: 1014
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(Msg. 95) Posted: Mon Mar 03, 2008 9:50 pm
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Del Rio wrote:
> tussock wrote:
>> Del Rio wrote:
>>> Although truthfully *skill* is what matters more in avoidance than raw
>>> dexterity. Between blocking / parrying and sidestepping / dodging,
>>> that's how a fighter avoids "getting hit".
>>
>> In the real world, fighters *don't* avoid getting hit, no matter how
>>much they'd like to. Real medieval and ancient warriors carried hundreds
>>of breaks and scars from training, the lists, and battle.
>
> So, you've never seen an agile fighter avoid a blow (duck under it,
> sidestep it, jump back from it, etc). Ok, I'll just have to take that
> one on faith. If I said that I had, would have you believe me?
I've done it myself against the haymakers of people who don't know
how to punch. I understand one can do the same against hollywood-like
weapon strikes. Obviously, anyone can back away out of reach. And so
what? If you're really fighting, you're really getting hit; a lot.
The historical documentation I've seen agrees.
OK, many of those wouldn't be "hits for damage" in DnD terms, or
might be abstracted into a single "hit for damage".
Oh, and I have watched people who /thought/ they were fighting but
were really just doing a vigorous little dance routine.
>>> Armor doesn't keep you from getting hit (in fact, by slightly impeding
>>> your movements with constriction and mass, and often obscuring your
>>> peripheral vision, it makes you slightly more prone to getting hit),
>>
>> Simply wrong. It causes sensible opponents to attack in ways that
>> are easier to defend against, making you get hit less often. Real
>> armour prevents whole classes of strikes with normal weapons from being
>> effective, allowing an easier defence and simultaniously more vigorous
>> attack.
>
> I see people get hit on their armor all the time, and it *does* hurt
> them.
Well, yes, but you're watching fights where enjoyment is the ultimate
goal and "hurt" is a part of the fun, rather than ones aimed at
incapacitation and death. Sport fighting is a bit different to serious
assaults.
> It just doesn't hurt them as much as it would if they weren't wearing
> the armor (or if they were using sharpened or penetrating weapons).
> Certainly it means that a class of light jabs and such that would
> ordinarily be a death of a 1000 cuts type of fight won't work because
> those just bounce. Back to that whole "modeling it as DR" - anything
> below 2hp damage (or whatever) just bounces.
Yes. But a real fighter with some skill will stop making those types
of attacks, instead making ones that might work, either by avoiding the
armour or putting a little weight behind them at a good angle. It's just
easiest to do it automatically by transforming that DR into a hit penalty
with AC.
>>> but armor absorbs the energy of the hit and distributes it across a
>>> wider area so it doesn't injure you as badly, which is what makes it
>>> worth using.
>>
>> People don't hit an armoured opponent the same way they hit an
>> unarmoured one. It's just not that simple, other than perhaps with
>> random shrapnel damage or the like.
>>
>> It's all modelled quite correctly in *DnD* by having armour make you
>> harder to *hit for damage*, even if that doesn't neatly model some
>> modern weapons or long-range missile fire.
>
> It isn't just *modern* missile fire that isn't accurately accounted for.
Long-range too, and, well, missiles are different. A light arrow is
no less likely to put a hole in your liver than a heavy one, but can't do
it at all through armour the heavy one will ignore.
Then you're not often in a position to aim for the weak spot with an
arrow, exploding or not. Aside from how they always seem to do just that
in various epic stories.
GURPS does it with "3d+1(2) pi++" type weapon damage stats, and it's
still a off here and there, even with super-detailed armour. Works out
the same either way as a long-term average. 8]
--
tussock
I'm like a box of chocolates; you never know what you're gunna get. >> Stay informed about: |[4E] - Mike Mearls on magic-less parties |
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Since: Apr 25, 2004 Posts: 327
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(Msg. 96) Posted: Mon Mar 03, 2008 9:50 pm
Post subject: Re: |[4E] - Mike Mearls on magic-less parties [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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