Originally Posted by Zyllos
That is my one grip about D&D in general. AC literally takes into account everything, like combat movement (dodge), armor providing protection (stopping the blow or keep a graze from damaging), and poor aim of the attacker.

I have always liked armor being separate from landing hits. *shrug*


Same. A smart DM can look at the player's build and describe fails in a way that is thematically appropriate.

"The enemy swung with all his might, but you bent in a way that their blow glanced seamlessly off your pristine armor" if the player is wearing plate vs "The enemy swings wide as you calmly duck back out of the way" if your AC comes from DEX.

A computer can't really do this intuitively. Having two different systems to calculate hit chance would make it easier.

I remember playing Fire Emblem. When your dodgy character dodged a hit you got a cool dodge animation. When the hit just failed to do damage you heard a metallic "Clang" sound and your character just stood there unphased.

That'd be a fun way to visually distinguish dodgy vs tanky characters.

Last edited by SaurianDruid; 13/11/20 04:54 AM.