Originally Posted by
Angelus_dead
What's bad about that?
I don't remember "Survive huge physical attacks" as part of the job description for wizards and bards, but I'm pretty sure it was an intended advantage of monks.
Monks survive nasty attacks by not getting hit or maybe by having more hit points (sometimes) than squishier types. Casters who are dumb and draw aggro tend to die fast as it is, having a fort system in which ac is the predominant factor would seriously penalize them (I say too much, you seem to be saying so be it, all the better)
That's bad because
1. The only thing the attacker can bring to the table are seeker items and (maybe) Fighter Critical Accuracy, not other aspects of his character.
Don't see that as a problem except maybe in PvP, in PvE at lower levels most mobs would have fort 10 so you have at least 50% chance to confirm. Tank types at higher levels would presumably have some sort of seeker bonus. Also, I'm open to feat or enhancement suggestions that more than just fighters or rogues could possibly access.
2. There's no avenue for a character to specialize in defense and get immune to crits from a certain level of monster. Even if they need 20s to hit you, they'll still crit on 30% of their hits. (Later on you suggest bonuses from shields and heavy armor that could bring it to a 20 DC. That's still bad, because a low-AC guy in heavy armor gets pretty crit-immune)
That's part of my point - I don't believe you should ever be completely immune to critical hits. But your point is certainly valid for the monk case. I mean if I'm walking around with a 70ac and a greater fort item maybe its not quite fair that a monster rolls a 20 and then can crit me on a 17 or better. Then again, I did say there could be additional +1 or 2 to be gained from certain items or maybe there's a +1 somewhere in a feat or enhancement. Would take some thought, but I think you could balance it.
As for the tank that is pretty crit immune, great, he takes a lot of damage because he can't avoid it (low ac), but then he sort of absorbs a lot because lack of crit. Similar effect to increasing dr suggestions i would think.
3. Because the confirm DC is not at all based on character AC, it does nothing to help the issue that player characters whose AC is below the monsters' AB have no motivation to invest in marginal AC boosts.
100% agree. But we can't fix everything at once. Other suggestions have been made for making AC more relevant in general, I'll leave that as a separate problem.
It is good that characters can get strong crit protection, but it's currently too easy to just put on Heavy Fort and be 100% immune forever, regardless of the monster.
Agreed
Note also that giving monsters special abilities like a "Destroyer Strike" that debuffs -50% fortification is not the right way to fix things.
Agreed, at least with the 50% fortification anyway
Combating fortification shouldn't depend on specific build choices that only work against fortification- you should be able to partially defeat fortification just by being a super-strong warrior, without having devoted resources into exactly that.
Being strong already rewards you in terms of attack bonus and damage. Under my system, you could give small bonuses to confirm crits for exceptional strength if that was necessary (not sure it is). I'm also thinking that an additional bonus to confirm crits for 2HF would not be a bad thing.
Note that if fortification were a bonus against confirming crits, then Sunder would already help you crit more.
However, I support Sunder giving an equal penalty to crit defense as it does to AC, making it doubly good for allowing more crits.
Anything that might make Sunder a useful skill would be an improvement.
Superior versions of the Mage Armor spell are too big a box of worms, considering the ongoing imbalance between robe and armor wearing AC builds.
You might be right. It might have to be a self-only spell. Was thinking that in a couple more mods +8 bracers will be common, so there won't be an improvement for many monks, and would take high umd to cast from scroll (which might not be available in shops). Would help those casters get a little bit more reasonable AC, which of course would be more relevant if your nerf suggestion was used instead or if other changes to attack rolls were made.
Something like that could be fine. It's a little questionable in that mith fp gives less crit protection than steel fp, because it's only medium.
OK, maybe categorize the armors, like leather, padded give the +1, full and half-plate the +3, others +2? Either I think would work.
Notice that critical confirm rolls against AC are already a DC system, except the DC = AC+confirm_resistance and the bonus is BAB+seeker+strength+all the usual attack bonuses.
Again, I'd be somewhat happy with pretty much any change as long as some thought was made to get a reasonable balance, keeping in mind no system is going to be perfect.