In the heavy blows thread, Eddie suggested splitting monster AC into an absorption parameter and an evasion parameter, with the notable caveat that this would create a lot of work in rebalancing (he's right).
However to start things off, I did a once through the monster list and quickly split the monster AC into an absorption (armor) and an evasion (quickness) values. At Magnate's suggestion these were done so that the sum of the two values was the old AC. The resulting monster list is attached and below I briefly describe the approach. Comment and suggestions are very welcome, my intuition may be far off here.
Absorption vs Evasion by monster race:
Dragons - mostly absorption
Hydras - lean evasion
Demons - split/lean absorption
Ghosts - pure evasion
(ring)Wraiths/Lichs - pure absorption
Golems - pure absorption
nagas - mostly absorption
Non moving creatures - pure absorption
Humanoids - wide variation, smaller races (kobolds, yeeks) have more evasion, larger (ogres, trolls, giants) have more absorption. Classes play a strong role here as well.
Animals - split, most cues taken from monster description.
Zephyr hounds - pure evasion
Angels - even split
Unique monsters, specifically unique humanoids could use some help, if you feel inclined.
Lastly, there are some problems with splitting in this manner. The game tends to give heavily armored monsters more AC than heavily evasive monsters. So even if I do something like a 66-33 split with Wyrms they wind up with an evasion score of 40 which is more than, say, a blink dog. This obviously needs changing, and some evasive monsters like thieves, mystics, blink dogs, may need a boost.
I'll write another post for how I think this will work, and give some numbers as well.
However to start things off, I did a once through the monster list and quickly split the monster AC into an absorption (armor) and an evasion (quickness) values. At Magnate's suggestion these were done so that the sum of the two values was the old AC. The resulting monster list is attached and below I briefly describe the approach. Comment and suggestions are very welcome, my intuition may be far off here.
Absorption vs Evasion by monster race:
Dragons - mostly absorption
Hydras - lean evasion
Demons - split/lean absorption
Ghosts - pure evasion
(ring)Wraiths/Lichs - pure absorption
Golems - pure absorption
nagas - mostly absorption
Non moving creatures - pure absorption
Humanoids - wide variation, smaller races (kobolds, yeeks) have more evasion, larger (ogres, trolls, giants) have more absorption. Classes play a strong role here as well.
Animals - split, most cues taken from monster description.
Zephyr hounds - pure evasion
Angels - even split
Unique monsters, specifically unique humanoids could use some help, if you feel inclined.
Lastly, there are some problems with splitting in this manner. The game tends to give heavily armored monsters more AC than heavily evasive monsters. So even if I do something like a 66-33 split with Wyrms they wind up with an evasion score of 40 which is more than, say, a blink dog. This obviously needs changing, and some evasive monsters like thieves, mystics, blink dogs, may need a boost.
I'll write another post for how I think this will work, and give some numbers as well.
Comment