Arms & Armour:

Feedback relating to the other areas of Arelith, also includes old topics.


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The Rambling Midget
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Re: Arms & Armour:

Post by The Rambling Midget »

Baron Saturday wrote: Fri Jul 17, 2020 2:59 pm For me, at least, the most interesting (and actionable) question posed by this thread has simply been: What is the role of armor in a meta where unarmored builds have higher AC?
STR based builds, done right, can dish out significantly more damage than DEX builds, in open combat, so I would say that the role of armor is to balance out the total offense/defense ability of STR vs DEX builds, or get as close to a balance as possible.

It's hard to say how best to do that, since their roles are different and their needs are difficult to compare. I guess I'm saying that armor properties should help STR builds to be as good at what they're meant for as DEX builds are at what they're meant for.
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Re: Arms & Armour:

Post by Seven Sons of Sin »

The Rambling Midget wrote: Fri Jul 17, 2020 3:50 pm
Baron Saturday wrote: Fri Jul 17, 2020 2:59 pm For me, at least, the most interesting (and actionable) question posed by this thread has simply been: What is the role of armor in a meta where unarmored builds have higher AC?
STR based builds, done right, can dish out significantly more damage than DEX builds, in open combat,
I thought the prevailing sentiment is that this gap has narrowed significantly? To the point where it's become something of slight concern.
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Re: Arms & Armour:

Post by The Rambling Midget »

Seven Sons of Sin wrote: Fri Jul 17, 2020 6:28 pmI thought the prevailing sentiment is that this gap has narrowed significantly? To the point where it's become something of slight concern.
It's definitely closing, especially with the addition of alternate damage stats, but it hasn't closed completely. DEX still relies on situational damage while STR can usually walk up like a big dumb oaf and be as effective as it would in any other situation. I only see it as a problem because medium/heavy armor hasn't been able to provide comparably useful, if not functionally similar, protection.

As long as STR and DEX are still wearing different hats, I'm not going to cry too much over them having a little more overlap in terms of party roles.
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Re: Arms & Armour:

Post by Seven Sons of Sin »

Yeah, would definitely love to see DI % of Bludgeoning/Piercing/Slashing tweaked on Heavy Armour, particularly Adamantine. It needs stronger differentiation from Mithril.
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Re: Arms & Armour:

Post by dallion43 »

jomonog wrote: Fri Jul 17, 2020 8:23 am Great input.
I see. Thank you for the input, I appreciate it.

P.C If this was an off-topic discussion, I apologize :p.
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Re: Arms & Armour:

Post by Skibbles »

Tathkar Eisgrim wrote: Fri Jul 17, 2020 1:25 pm This results in:

- The Forgotten Realms has an identity crisis.
- Arelith has an identity crisis.
- Weapons and Armour poorly represent *a* game world setting. They represent a *many worlds* setting which a Pen and Paper DM can choose as *a* game setting.

Because arms and armour are being pulled from diverse histories and timepoints, it has resulted in a wider range of numbers. It is what it is, D&D, Forgotten Realms, fulfilling player-fantasies to represent different kinds of heroes -- it's not a problem -- but it does result in a crisis of identity.

That crisis of origins and identity makes it difficult to "ground" Arelith as a game setting with a sense of self. Which begs questions for any author / Pen and Paper world-builder / Persistent World Maker -- what do I want the world to be? What era do I want it to represent? Why is this interesting? What do the dynamics of Arms & Armour represent in terms of heroic ideals and fantasy roleplay?
Lack of homogeneity ≠ identity crisis.

Forgotten Realms has an identity crisis because it engages in mass identity theft to build its world, forcing its players to stay anchored to a vague historical lense.

I disagree that Arelith has an identity crisis because the world is defined by player creative agency and not what they grind monsters with.

In fact I would say that by asking which eras we want to plagiarize from the real world to insert as a culture/Era of Arelith is fabricating a crisis where there isn't one simply by assuming everything must be divided by real world projection instead of the creative drive of its players and staff.

Arelith is Arelith. If people are caught up that's there a naginata and also a halberd and therefore nothing makes sense I simply don't think that is a very good way to look at a persistent world setting.

If someone has a katana do they have to be a samurai or a ninja or live by the bushido code? Why can't they have an elegant 'curved sword' that their clan favored instead as part of the character's personal history? Is having a personal history not rigidly rooted in spelled out lore part of this crisis because it wasn't pilfered from a historical culture and Era?

The premise operates on the bold assumption that Arelith doesn't have a 'sense of self', but this seems dismissive to the almost two decades of history and lore that the players have creatively forged and is still there if you look hard enough or ask around.

Some actions taken years ago are still having their effects echo across multiple generations of players and characters.

Instead of trying to consider what identity Arelith needs to steal/favor - perhaps consider that it has its own already.

It's great to have a feedback thread on mechanical observations and balance of heavy armor versus dex AC but doing it through some bizarre real world cultural lense of technological innovation between ancient civilizations seems the entire wrong way to do it.
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Re: Arms & Armour:

Post by Tathkar Eisgrim »

Skibbles wrote: Sat Jul 18, 2020 5:15 am
Tathkar Eisgrim wrote: Fri Jul 17, 2020 1:25 pm This results in:

- The Forgotten Realms has an identity crisis.
- Arelith has an identity crisis.
- Weapons and Armour poorly represent *a* game world setting. They represent a *many worlds* setting which a Pen and Paper DM can choose as *a* game setting.

Because arms and armour are being pulled from diverse histories and timepoints, it has resulted in a wider range of numbers. It is what it is, D&D, Forgotten Realms, fulfilling player-fantasies to represent different kinds of heroes -- it's not a problem -- but it does result in a crisis of identity.

That crisis of origins and identity makes it difficult to "ground" Arelith as a game setting with a sense of self. Which begs questions for any author / Pen and Paper world-builder / Persistent World Maker -- what do I want the world to be? What era do I want it to represent? Why is this interesting? What do the dynamics of Arms & Armour represent in terms of heroic ideals and fantasy roleplay?
Lack of homogeneity ≠ identity crisis.

Forgotten Realms has an identity crisis because it engages in mass identity theft to build its world, forcing its players to stay anchored to a vague historical lense.

I disagree that Arelith has an identity crisis because the world is defined by player creative agency and not what they grind monsters with.

In fact I would say that by asking which eras we want to plagiarize from the real world to insert as a culture/Era of Arelith is fabricating a crisis where there isn't one simply by assuming everything must be divided by real world projection instead of the creative drive of its players and staff.

Arelith is Arelith. If people are caught up that's there a naginata and also a halberd and therefore nothing makes sense I simply don't think that is a very good way to look at a persistent world setting.

If someone has a katana do they have to be a samurai or a ninja or live by the bushido code? Why can't they have an elegant 'curved sword' that their clan favored instead as part of the character's personal history? Is having a personal history not rigidly rooted in spelled out lore part of this crisis because it wasn't pilfered from a historical culture and Era?

The premise operates on the bold assumption that Arelith doesn't have a 'sense of self', but this seems dismissive to the almost two decades of history and lore that the players have creatively forged and is still there if you look hard enough or ask around.

Some actions taken years ago are still having their effects echo across multiple generations of players and characters.

Instead of trying to consider what identity Arelith needs to steal/favor - perhaps consider that it has its own already.

It's great to have a feedback thread on mechanical observations and balance of heavy armor versus dex AC but doing it through some bizarre real world cultural lense of technological innovation between ancient civilizations seems the entire wrong way to do it.
Heh. I knew someone would jump all over the word 'crisis'.
Skibbles wrote:It's great to have a feedback thread on mechanical observations and balance of heavy armor versus dex AC but doing it through some bizarre real world cultural lense of technological innovation between ancient civilizations seems the entire wrong way to do it.
What is wrong with intelligently looking at setting-design concepts through a cultural and historical lens first and numbers / statistics second? Why do you find that bizarre? Maybe I mentioned that context in my original post, because I find the historical comparisons interesting -- more fascinating than the numbers?

Most curious.
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Re: Arms & Armour:

Post by Nevrus »

If we want to look at this from a realism perspective, armor absolutely would be the normal go-to throughout the entire world, hands down.

The thing about these techniques of getting high AC is, they are HARD.

You want to get high AC as a cleric with Divine Shield? You just need to be one of your god's most powerful servants on the material realm and have hundreds of thousands of gold worth of magic items to support it. Same with paladins.

You want to be a monk? I hope you're ready to spend most of your day training your body, meditating, and practicing your philosophy, because maintaining those techniques is full-time work and until you reach master level, you're going to be better off pumping iron and swinging a sword good than punching and dodging.

Even high level roguery requires years of experience and intense training, most of which naturally involves a high degree of risk which would end with most who attempt it dying from that one time they accidentally triggered a death trap.

There is no military-viable strategy that can be deployed at scale other than armor. Adventurers are not typical examples of adventurers on Arelith except the moment they get off the boat at level 3. Once they hit level 20 they're god-like beings that could conquer lesser kingdoms themselves. Typical military and guard behaviors of large-formation fighting and fending off goblins don't require this level of power and therefore don't require that level of training. It's also extremely unusual for someone to reach that level of power unless they are fighting almost every day as a matter of course, which most professional soldiers are not doing.
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Re: Arms & Armour:

Post by AstralUniverse »

Dexers used to be really bad before EE, before the grand rogue update, plenty of alternate damage sources were introduced to different classes, individually and differently. What keeps STRers in the game is mostly the fact they are simply easier to play. Dexers normally are lower HP class and very often not full bab. On top of this, they have weight limit and virtually no damage early game and their AC isnt all that amazing before epics when they really pass the armored STR builds by a lot. STR builds are still fine end-game though but due to monk dips, str builds have slightly lower ceiling than dexers atm. STRers also have bigger instant burst damage which makes them a threat in pvp to unwarded enemies which dexers dont really have to the same degree.

Yeah... it's not all perfect system, if there's even such a thing, but in my eyes the distribution between STRers and DEXers among melee characters is alright.
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Re: Arms & Armour:

Post by Barkoneus »

jomonog wrote: Fri Jul 17, 2020 8:23 am A wild elf swashbuckler 27 paladin 3 starting stats 14/19/10/8/13/16 will get e-dodge and hit 70AC before expertise (assuming you can barkskin for 4). AB will be 45 with a +3 rapier. Swash qualifies for epic dodge through swash bonus feats at level 23 (defensive roll) and 26 (improved evasion).

Ending dex is 26 and charisma is 16 (both gifted) so AC = 10 (base) + 14 (dex) + 5 (swash) + 9 (divine shield) + 4 (haste - build gets blinding speed) + 3 (robes - could get 2 more with vestment btw) + 1 (elf) + 6 (tumble) + 6 (parry) + 4 (deflection) + 2 (armor skin) + 1 (mage armor) + 1 (boots) + 4 (barkskin) = 70AC
Can somebody help explain the +14 from dexterity? A dex of 26 gives +8, so that leaves +6. Does this mean an additional +12 dexterity from gear, or am I totally missing something?

And if from gear, what does this look like?

Thanks!
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Re: Arms & Armour:

Post by Nevrus »

Typically when planning gear out you want to get to +7 of the stat so you can fill the remaining +5 in using the associated attribute boosting spell, in this case Cat's Grace. There's plenty of items (and enchantable rings) available to make this happen for almost any build.
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Re: Arms & Armour:

Post by Barkoneus »

Nevrus wrote: Sat Jul 18, 2020 8:13 pm Typically when planning gear out you want to get to +7 of the stat so you can fill the remaining +5 in using the associated attribute boosting spell, in this case Cat's Grace. There's plenty of items (and enchantable rings) available to make this happen for almost any build.
Ah, thanks - it was the Cat's Grace I had forgotten about. Definitely easy to get +7 from +1 dex on a variety of items.
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Re: Arms & Armour:

Post by The Rambling Midget »

Barkoneus wrote: Sat Jul 18, 2020 8:23 pmAh, thanks - it was the Cat's Grace I had forgotten about. Definitely easy to get +7 from +1 dex on a variety of items.
Adamantine Bracers of Avoidance, Displacer Beast Cloak, and Elven Boots gets you +6, and you can get the rest on gear if you want the full +12 all the time. Those are standards for DEXers.
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Re: Arms & Armour:

Post by Scurvy Cur »

Alright, time to unpack some of this.
The Rambling Midget wrote: Fri Jul 17, 2020 6:50 pm
Seven Sons of Sin wrote: Fri Jul 17, 2020 6:28 pmI thought the prevailing sentiment is that this gap has narrowed significantly? To the point where it's become something of slight concern.
It's definitely closing, especially with the addition of alternate damage stats, but it hasn't closed completely. DEX still relies on situational damage while STR can usually walk up like a big dumb oaf and be as effective as it would in any other situation. I only see it as a problem because medium/heavy armor hasn't been able to provide comparably useful, if not functionally similar, protection.

As long as STR and DEX are still wearing different hats, I'm not going to cry too much over them having a little more overlap in terms of party roles.
The past 2-3 years have seen a huge shift in the overall DEX v STR paradigm. Additional damage is part, but only part, of that shift. Some additional things have happened as well.

DEX builds have become stronger in the following ways:

1) As previously mentioned, more damage is available generally. More new weapons, swashbuckler damage, spellsword damage, assassin damage, etc. While most of these are sources that STR characters can avail themselves of as well, they will represent a larger fractional increase on a DEX character.

Also note that it's not quite true that the gap has not closed all the way. Archer path ranger closes that gap. Its damage numbers were calculated prior to the addition of templates or the ashwood bow, and were designed to be a one-stop damage fix for ranger archers (which at the time were sort of bad). They've since gained two additional sources of damage in templates and ashwood bows, and the lore meta has allowed them to pick both fighter and a div damage source, rather than one of the above + a UMD dip, so their damage output is at the highest it's ever been. On top of this, archers do not need to spend any of their DPS time closing with targets or chasing them around, so will frequently outdamage their melee counterparts in practice even when it does not seem like they ought to on paper. End result: there's a high dps DEX archetype out there with the potential for very good AC, solid AB, high HP, good mobility, the ability to kite, no need to chase, and HiPS in case all of the above is not sufficient.

2) Blinding speed. Instant action haste is very good. Functionally this eliminates or drastically reduces the windup time of many dex builds because it can be activated in the middle of other actions like movement, casting buffs, and even attacking. It also is not dispellable, which means dex builds are the only ones in the game with a non-dispellable source of haste. This is significant, because loss of haste in the middle of a fight is one of the most debilitating things that can happen to any build, but is not a concern for dex builds for the 3 minutes during which they have blinding speed up.

3) HiPS added and then made stronger. While HiPS is available to both dex and str based SD and ranger builds, it is a far more useful tool on dex builds due to the higher overall hide/ms scores. The ability got much much stronger when true seeing was nerfed, and a little stronger again as more BiS or near-BiS items were added to the module (penumbral vestments, rings of hiding, nightmare undies for shadow mages). While the ability has recently taken a small hit to its cooldown, it is still more powerful than it was a year or so ago before the TS nerf.

4) Balagarn's nerf, KD nerf. Lumped together because these two features serve basically the same function: they're a spammable source of crowd control that works well against dex builds but badly or not at all against strength builds. Vanilla balagarn's is a superb dex-buster, but str-based characters just about always make the check. When the opposed check went from STR-based to STR- or DEX-based, dex characters were also functionally immunized. KD was also more of a threat to dex builds due to the difficulty getting safe levels of discipline against high AB (particularly true strike fueled) KD attempts. With the 2 rounds of immunity that follow a successful KD attempt, however, the feat is no longer useful for keeping players in combat. It can make them take a round of damage, but after that a solid press of the w-key and some healing items will fix whatever was done to them. Prior to these nerfs, balagarn's pots and KD provided a good option for lots of builds to punish dex-based opponents. They no longer really do this.

5) Monk update items. They're still probably too strong. They make the monk dip trivial to gear, and the monk dip is always an attractive pickup for DEX builds.

6) Timestop gutted. On average, DEX builds tend to have lower HP pools than STR builds. This is especially true for dex/cha builds which tend to sacrifice a little con to get their charisma scores up. Traditionally, this meant that these builds were vulnerable to a properly executed evo combo, and could often be executed by mages if they took much unanswered damage at all. This is no longer a thing, so lower HP pools are safer now than they ever have been. (relatedly, DEX builds also worry a lot less than STR-based counterparts about getting 2-shot by Barb/WM, the other big "explode unprepared targets" build, because of high passive AC, epic dodge, and free action haste to minimize their windup window).

In the same time window, STR builds have lost the following:

1) Summer 2018, timestop removed as a way to secure alpha damage for str builds. Still viable as a positioning/chasing tool or a way to apply debuffs on those STR builds which apply such, like spellswords. (This change absolutely needed to happen. 2h timestop alpha wm was not healthy)
2) Fall 2019, timestop removed as an option for str builds other than spellswords, for the most part.
3) Summer 2020, timestop removed as a useful option for spellswords too.

Timestop is a tool that's always been most useful to STR builds. It answers a lot of their unmet needs. It lets them position, it lets them force a target to sit there and take damage, it lets them force a flat foot on high-AC builds, and it lets them set up for a truestrike into KD combo when the timestop ends. They don't care too much that the duration is short, because they get a lot of work done in those 9 seconds. It fits very nicely with how STR builds like to play. Dex builds benefit too, but not quite to the same extent because their use of that 9 second window is not as good. Making someone sit down and take 9s of damage is a lot more useful when you do lots of damage.

4) Loss of KD as a tool to make DEX builds sit there and take damage. See above for reasoning.

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