Sword and Board a different type of fix
I know its late when I am posting this and maybe not seeing clearly but:
I think Aesop was going the right way. Perhaps we've all been looking at the problem the wrong way. For the most part, we've assumed Sword and Board fighters should have AC's that are nearly the highest in the game. Make sense that a fighter in full plate with a large tower shield shold be harder to hurt then a ranger running around in robes. AC is the usual answer to this dilemma. However, maybe it not. Picturing this in my head I see a nice 6 foot seven inch knight in full plate wielding a large shield ....slow as hell but still standing taking hit after hit after hit...still standing. I also see a slender elven ranger twin blades wirling in a circle of death dancing in and out of the weapon range of his enemies. Not getting hit at all.
My point perhaps the way to fix Sword and Board is to not worry about the AC instead make it all about damage reduction. Afterall the heavily encumbered knight wearing full plate should be easier to hit but not easier to damage. Its late and I don't feel like coming up with numbers but the final solution for Sword and Board, I believe, should involve dramatcially increasing damge reduction. Upwards of a 4-5 fold increase. Yes a knight in full plate should not be able to dodge a fireball (I retract my suggestion from an earlier thread for those of you in the know) but the combination of shield and armor should deflect most of the damage from an enemies weapons.
When I can think more clearly I will post possible suggestions but I think others incluidng Aesop may be better at the numbers then me.
The above was copied from another thread that died.
In a clearer light I still think this may be a better solution. Bullet points to follow:
1) Dnd and DDO is and should always be about diversity
2) We all ready have super high AC builds
3) Any feats/enhancements for buffing S&B AC will probably never be enough
4) A robe or leather wearing ranger/monk should be hard to hit but take massive damage when hit since they have little protection
5) A heavily armored fighter should be relativly easy to hit but very hard to damage
6) Logical conclusion instead of boosting AC on armor wearer boost, significanlty, damage reduction
7) In the end this will balance out the classes better I thihnk then tweaking with AC
Thought on how to do this without breaking the game at low levels appreciated.
Problem: If you just boost the amount of damage reduction on plate/shield to make it sigifincant and vialbe at endgame you will essentially make Sword and Board invulnerable at low levels. Not a good idea either.
Balance is the key. This key componet still eludes me. Suggestions/discussion appreciated.
my short short version of things to make Heavy Armor and Shield Combat relevent
The essential point of Shield Fighting is to have more defensive fighting tactics. The problem here is that in the current system a person without a shield or heavier armor (also used for protective purposes) can have a better defense than one who is decked out in what amounts to riot gear. The light fighter has better mobility and can "avoid" more damage than his heavy armor wearing friend. Turbine had to have seen this as a potential issue which would be my guess as to why they implemented Blocking DR.
Blocking DR is just what it says it is. It is the person blocking the incoming strike and absorbing the damage. As the person gets better in combat and better equipment the amount of damage they can absorb increases. The problem is that while Blocking an attack the defender has completely lost his damage output allowing the aggresser more time to attack. Additionally if the light fighter needs to for some reason solely defend he can simply pick up a shield and nearly match the defensive heavily armored characters defensive edge.
As I look at it a way that would "help" to partially alleviate the problem is rooted in improving the Blocking system, primarily for those who use Shields actively in combat, and improving the effectiveness of heavier types of armor.
1. Have Armor Add to Blocking DR. Essentially Blocking DR is absorbing a taken hit. SO in this case some of the shock of that hit is absorbed by the heavier armor that the person wears.
cloth=0
light=1
medium=3
heavy=5
This is BLOCKING DR and would not interfere with Adamantine versions of Armor. It would essentially stack.
Additionally for Warforged have there Body types add to Blocking DR as well. Though have it:
Composite=1
Mithril=3
Adamantine=5
2. Now combat is always moving always fast paced. Expecting a character to actively block between swings with perfect timing over an imperfect etwork is not logical or likely... So add a percent Chance to AUTOMATICALLY apply Shield Blocking to Shields.
bucklers=0%
light Shields= 5%
heavy Shields=10%
Tower Shield= 20%
Enhancement Bonus to a Shield = +1% per +1 (so a +5 Buckler would have a 5% chance to Automatically apply the benefits of Shield Blocking)
3. The Feats Shield Mastery and Improved Shield Mastery should be changed to
Shield Mastery= +2% Block Chance, +2 Blocking DR, +1 Shield AC
Improved Shield Mastery= +3% Blocking Chance & +3 Blocking DR
Barring any further Enhancement of these numbers this gives a Tower Shield user with a +5 Tower Shield and both Shield Master Feats a 30% Chance to passively Shield Block an incoming attack
Think of it this way. If I wind up and hit you with a bat while you are wearing jeans and a t-shirt... its going to hurt or break something. If I do the same while you are wearing a set of Full Plate Armor ... its going to hurt, but probably a bit less. Now if I wind up and hit the shield you have braced yourself behind it will probably rattle you a bit and possibly even hurt ... but not nearly as much as if you were in those Jeans and T-shirt. If you havea shield and armor on and I suddenly swing towards the center of your body ... likely you will attempt to block my attack with the big hunk of metal or wood you are holding so as to abosrb the damage and not get hurt... that's the basic idea here.
This doesn't address the issue that of S&B damage output... with the coming addition of the Tempest II and III and Superior TWF granting the TWF more than double the attacks per sequence than the S&B fighter some sort of damage improvement should be implemented.
My suggestion for this is passive Shield Bashing Attacks built into the current animation, like the Hook attacks of GTWF or the Glancing Blows of the THF line. Even two per animation sequence with the Improved Shield Bash Feat adding another would help in a small way. Adding more offensively minded SHields and Shield Enhancements would be another step towards a more balanced combat system.
Aesop