So a while back there was discussion around making AC more significant - making it a bigger factor in helping players withstand melee attacks. Or at least, making its existing benefit more apparent.
One way to making AC more beneficial, especially to the casters (which is sort of everyone bar warrior), would be for AC to provide a physical saving throw.
Physical Saving Throw would reduce the chance and/or duration of
It feels approximately appropriate that wearing heavier armour would reduce the chance of such physical attacks successfully hurting you. (Admittedly, armour wouldn't really help against poison *gas* but would against poison needles). As I understand it, Saving Throw only affects the mental adverse status (conf, hallu (?) fear, blind, slow, paralysis). So there is a 'gap in the market'.
The degree to which AC should help protect against the adverse physical affects would need to be carefully considered and relatively slight, so we aren't simply reducing the chances of interesting (albeit 'bad') things happening to the player. A relationship like:
0 - 50 AC negligible affect
50 - 100 AC mild affect
100 - 150 AC - moderate effect
150 - 200 AC - makes a massive difference.
Another way to make AC better for most classes (although very hard to communicate) would be if it protected against confusion, fear, blind, or slowing from melee attacks, whereas Saving Throw only does this from spells. Perhaps it already does this implicitly by reducing the chance you get hit by such an melee attack? (although given the frequency of melee attacks perhaps it offers negligible protection and the melee attack landing the the status affect being successful could be separated out)
One way to making AC more beneficial, especially to the casters (which is sort of everyone bar warrior), would be for AC to provide a physical saving throw.
Physical Saving Throw would reduce the chance and/or duration of
- Stunning
- Cuts
- Poison
It feels approximately appropriate that wearing heavier armour would reduce the chance of such physical attacks successfully hurting you. (Admittedly, armour wouldn't really help against poison *gas* but would against poison needles). As I understand it, Saving Throw only affects the mental adverse status (conf, hallu (?) fear, blind, slow, paralysis). So there is a 'gap in the market'.
The degree to which AC should help protect against the adverse physical affects would need to be carefully considered and relatively slight, so we aren't simply reducing the chances of interesting (albeit 'bad') things happening to the player. A relationship like:
0 - 50 AC negligible affect
50 - 100 AC mild affect
100 - 150 AC - moderate effect
150 - 200 AC - makes a massive difference.
Another way to make AC better for most classes (although very hard to communicate) would be if it protected against confusion, fear, blind, or slowing from melee attacks, whereas Saving Throw only does this from spells. Perhaps it already does this implicitly by reducing the chance you get hit by such an melee attack? (although given the frequency of melee attacks perhaps it offers negligible protection and the melee attack landing the the status affect being successful could be separated out)
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