Man, you should have seen how many diferent permutations of Armor Class and Damage Reduction we went through in the play test.Originally posted by Shane Mclean:
Just some assorted questions:
Looking at what you have written above, am I correct in assuming that AR adds to AC *and* reduces the damage?
Also, based on the Merchant class preview and your use of the term 'AC' up there I assume that there is no level-based Defense increase?
Also, I note that over the twenty levels that the Merchant only goes to +5 BAB. What sort of BAB progression are we looking at for fighter-types?
I'm curious why you chose not to use a level-based defence modifier? Although if the BABs are small, then maybe this is less of an issue - but I have to say I've always preffered that armour drops damage instead of altering the chances of you being hit.
Also, in your desciption of armour affects above, you note that it first lowers the number of dice, then the die result. I also notice in TA1 that there are very few weapons that have more than 1 dice (excluding shotguns) - is the increase in numbeer of dice a side-effect of autofire?
Take care,
Shane
I think the reason they finally went with the system we have now is compatability with the main D20 system.
The AC system is exactly like D&D/d20: AC= Armor +Dex+Size and so is instantly understandable by d20 players. So a GM could use Stamina and AC and ignore the whole Damage Reduction and Lifeblood element--which is a self-contained unit.
Since level-based AC bonus is a Star Wars thing, and Star Wars isn't OGL, they may have run into some trouble using that (although we did play test it at one point).