Originally Posted by mrfuji3
Originally Posted by Fisher
An easier fix to this "problem" is to have the "missed" attacks have different animations depending on the kind of armor you are wearing. Heavy armor should have a higher chance for the attack to land, but just bounce off harmlessly. Light armor should be more evasive. Medium armor can be a mix.
This.

An extremely simple solutions is, when an attack misses:
- If you're wearing light armor, it says "dodged!" and the animation is a dodge
- If you're wearing heavy armor, it says "blocked!" or "absorbed!" and the animation is...idk nothing? somehow it should represent the weapon hitting your armor
- If you're wearing medium armor, 50% chance for either of ^ animations

A more complex system could actually take into account the roll, armor AC, and dex bonus:
- roll <10: "missed!"
- 10 < roll < base AC of armor (not including Dex bonus): "blocked!" or "absorbed!"
- base AC of armor < roll < full AC (including Dex bonus): "dodged!"
- if wearing a shield and the shield's +2 AC mattered: "blocked!" and the animation is of the character lifting their shield
It needs to be the latter so that characters in heavy armor can also still dodge and players can more accurately see the dynamic between light and heavy armor. But complex is what a CRPG can do well.

I would also like the possibility of "on hit" properties like Armor of Agathys to trigger on a "miss" that was an AC deflection. It's a bit counter-intuitive for such a protection to only work when you take damage, which you're trying to avoid anyway. You try to pump your AC as high as you can, which actually makes those protections not trigger. It should be a deterrent rather than "revenge damage" that still allows attackers to safely miss without any risk. A system that would account for misses that still connect would make that possible.

Last edited by 1varangian; 18/07/22 08:45 AM.