What is Wrong with Armor in D&D 5e? New Armor System Fix w/ Mr Rhexx

The Dungeon Coach
4 Jul 202132:56

Summary

TLDRIn this video, the host discusses enhancing Dungeons and Dragons gameplay with a new Kickstarter project, 'Alkane's Almanac of All Things.' They explore issues with traditional armor and weapons, introducing a modular expansion that offers customizable options, including a new weapon and armor system, different weapon properties, and reactive shield properties. The video also features a conversation with DND YouTuber Mr. Rex, discussing homebrew solutions to improve the game's mechanics and player experience.

Takeaways

  • πŸ›‘οΈ The video discusses an upgrade to the traditional Dungeons and Dragons (D&D) weapon and armor system through homebrew content to enhance gameplay.
  • πŸ“š The creator has launched a Kickstarter for 'Alcan's Almanac of All Things,' a modular expansion for 5th edition D&D that introduces customizable options for the game, including a new weapon and armor system.
  • πŸ” Mr. Rex, a prominent D&D YouTuber, is brought in for his insights on the underwhelming aspects of weapons and armor in D&D and how they can be improved.
  • πŸŽ–οΈ The video addresses the issue of limited options for armor in D&D, where players can quickly reach the best available armor and have no further progression or choices.
  • πŸ€” The discussion highlights the lack of feel of progression with armor in D&D, as opposed to leveling up and gaining new abilities.
  • πŸ› οΈ A new armor system is proposed with additional mechanics, including Evasion Class (EC) and Armor Reduction Value (AR), to provide more depth and strategy in combat.
  • πŸ’‘ The introduction of different materials for armor and weapons adds variety and role-playing opportunities, allowing players to customize their gear with unique properties.
  • πŸ’Έ The new system aims to make in-game money more relevant by providing more options for players to spend it on meaningful upgrades.
  • πŸ”„ The video suggests that the new system can help balance the game by giving players a sense of being a 'tank' without making them invincible, thus maintaining the tension and strategy in combat.
  • 🌐 The creator's Patreon offers early access to the new system in PDF form, with different tiers providing varying levels of content and customization options.
  • πŸ”— The Kickstarter and Patreon links are provided in the video description for those interested in supporting the project and gaining access to the new content.

Q & A

  • What is the main topic of discussion in the video script?

    -The main topic of discussion in the video script is the upgrade of weapons, armor, and shields in Dungeons and Dragons (D&D), including the introduction of new homebrew systems and the exploration of issues with the current armor class mechanics.

  • What is 'Alcan's Almanac of All Things'?

    -'Alcan's Almanac of All Things' is a modular expansion for 5th edition D&D that the speaker has launched on Kickstarter. It aims to provide customizable options for players to tweak their D&D game, including new weapon and armor systems.

  • What issues does Mr. Rex, the DND YouTuber, have with the current state of weapons and armor in D&D?

    -Mr. Rex feels that weapons and armor in D&D are underwhelming and have issues that need fixing. He points out the lack of variety and progression in armor, the reliance on random rolls for upgrades, and the lack of feel of getting stronger as a character.

  • What is the new armor system proposed in the video script?

    -The new armor system proposed introduces two additional defensive stats: Evasion Class (EC) and Armor Reduction Value (AR). EC represents the ability to dodge an attack entirely, while AR is used to reduce the amount of damage taken when hit within the armor class range.

  • How does the Armor Reduction Value (AR) work in the new system?

    -In the new system, the Armor Reduction Value (AR) is calculated as the difference between the character's Armor Class (AC) and 10. This value is used to reduce the damage taken when an attack hits within the character's armor class range.

  • What is the significance of introducing different materials for armor and weapons in the game?

    -Introducing different materials for armor and weapons adds variety and customization options, allowing players to create unique items with specific properties. It also brings back the importance of money in the game, as different materials can have different costs.

  • How does the new system address the issue of players feeling underwhelmed by their armor upgrades?

    -The new system addresses this issue by providing a range of armor classes (EC to AC) and the ability to reduce damage taken through the AR value. This allows players to feel the impact of their armor choices and the progression of their character.

  • What is the role of the Patreon in relation to the new system discussed in the video script?

    -The Patreon supports the speaker's work and provides patrons with early access to new content, including the new armor system, weapon system, and other homebrew rules discussed in the video script.

  • What is the potential impact of the new system on the game's balance and player experience?

    -The new system aims to improve game balance by smoothing out damage taken and providing more options for character progression. It enhances the player experience by allowing for more strategic choices in armor and weapon selection.

  • How does the video script address concerns about the complexity of introducing new mechanics to D&D?

    -The video script acknowledges the potential complexity but argues that the new mechanics add depth to the game without overwhelming players. It suggests that players can choose how complex they want their game to be and that the new system offers a range of options to suit different preferences.

  • What is the Kickstarter mentioned in the video script, and how does it relate to the new armor system?

    -The Kickstarter mentioned in the video script is a crowdfunding campaign for 'Alcan's Almanac of All Things,' which includes the new armor system as part of its comprehensive expansion of D&D. The campaign aims to compile various homebrew systems into a hardcover book.

Outlines

00:00

πŸ›‘οΈ Dungeons & Dragons Armor and Weapon Upgrades

The speaker introduces an upgrade to the weapons, armor, and shields in Dungeons & Dragons (D&D), mentioning a new Kickstarter campaign for 'Alkane's Almanac of All Things,' a 5th edition expansion. The almanac offers customizable options for D&D, such as a new weapon and armor system with various properties, materials, and actions for martial classes. The speaker also discusses the importance of addressing issues with armor class in D&D and introduces Mr. Rex, a prominent D&D YouTuber, who has critiqued the current state of weapons and armor in the game.

05:01

🎯 Addressing Armor Class Limitations in D&D

The conversation between the speaker and Mr. Rex delves into the limitations of the armor class system in D&D. They discuss the lack of progression and variety in armor options, especially for classes like rogues, and the impact on the RPG experience. Mr. Rex highlights the issue of armor class being the sole determinant of defense, which leads to a lack of strategic depth and player agency in combat. The discussion also touches on the disparity in damage taken by characters regardless of their armor type.

10:03

πŸ€” Expanding Armor Options and Mechanics

The speaker and Mr. Rex explore potential solutions to the armor class issues, suggesting the introduction of various materials for armor construction to increase options and player engagement. They discuss the benefits of having multiple defensive stats, such as an evasion class and armor reduction value, to add more depth to combat and character customization. The idea is to make armor feel more impactful and to allow for a more nuanced combat experience.

15:04

πŸ“š Introducing a New Armor System with Alkane's Almanac

The speaker provides an overview of a new armor system being introduced in Alkane's Almanac, which includes an evasion class (EC) and an armor reduction value (AR). This system aims to create a more dynamic combat experience by allowing characters to dodge attacks entirely, reduce damage taken when hit, and feel the impact of their armor choices. The system also addresses the issue of high-AC characters feeling invulnerable and provides a more satisfying progression for martial classes.

20:05

πŸ’₯ Balancing Armor and Damage in D&D Combat

The discussion continues with the speaker and Mr. Rex examining the balance between armor and damage in D&D. They consider the implications of the new armor system on gameplay, particularly how it affects the feel of wearing heavy armor and the tactical choices available to players. The system is designed to allow for high damage reduction at lower levels, while still ensuring that players take some damage at higher levels, maintaining a sense of challenge and realism in combat.

25:06

🌟 Enhancing D&D with Homebrew Solutions

The speaker and Mr. Rex talk about the benefits of homebrew solutions in enhancing the D&D experience. They discuss the importance of not overcomplicating the game while still adding depth and customization options. The conversation covers the potential for adding glancing blows and the flexibility of the new armor system to be adapted to different playstyles and campaign needs.

30:07

πŸŽ‰ Collaborating on Homebrew Content with Mr. Rex

In the final part of the script, the speaker expresses gratitude to Mr. Rex for the collaboration and discusses the homebrew content they've explored together. They mention the upcoming Kickstarter for Alkane's Almanac and the availability of the new armor system on the speaker's Patreon. The speaker also encourages viewers to check out Mr. Rex's channel and support the collaborative efforts in enhancing D&D gameplay.

Mindmap

Keywords

πŸ’‘Homebrew

Homebrew in the context of tabletop games like Dungeons and Dragons (D&D) refers to custom content created by players or Dungeon Masters (DMs) that is not part of the official game material. In this video, the term is used to describe the creation of new rules and systems for weapons, armor, and other game mechanics. The video discusses how these homebrews can enhance the D&D experience by providing more options and customization.

πŸ’‘Kickstarter

Kickstarter is a crowdfunding platform where creators can raise funds for their projects by offering rewards to backers. In this video, the creator mentions launching a Kickstarter campaign for 'Alkane's Almanac of All Things,' a modular expansion for D&D. This project aims to provide customizable options for the game, and the Kickstarter is a way to fund its production and offer early access to backers.

πŸ’‘Armor Class (AC)

Armor Class in D&D is a numerical value that represents how difficult it is for an opponent to hit a character with an attack. A higher AC means the character is better protected. The video discusses issues with the current AC system in D&D and proposes a new system that includes multiple defensive stats to add more depth and strategy to combat.

πŸ’‘Evasion Class (EC)

Evasion Class is a new concept introduced in the video as part of a revised armor system. It represents a character's ability to completely evade an attack. The EC is calculated differently based on the character's equipment and dexterity, and it works in conjunction with the traditional Armor Class to determine the outcome of an attack.

πŸ’‘Armor Reduction Value (AR)

Armor Reduction Value is another new mechanic discussed in the video. It represents the amount of damage that is reduced when an attack hits a character within their Armor Class range. This mechanic adds an additional layer of complexity to the combat system, allowing for more strategic decisions about armor and its effectiveness.

πŸ’‘Mithril

Mithril is a fictional metal in fantasy settings, known for its light weight and superior strength. In the video, it is mentioned as one of the materials that can be used to create armor, adding a layer of customization and role-playing opportunity. The use of mithril in armor could affect its weight and movement capabilities, enhancing the gameplay experience.

πŸ’‘Glancing Blow

A glancing blow is a concept where an attack hits a character but deals less damage than a full hit. In the video, it is suggested as a mechanic that could be incorporated into the new armor system, allowing for a more nuanced combat experience. For example, if a character has an Armor Class of 18 and is hit with a roll of 18, they might only take half damage.

πŸ’‘Dungeon Master (DM)

A Dungeon Master is the game master in D&D who guides the players through the story, controls non-player characters, and describes the world. The video discusses how the new armor system would affect the DM's role in combat, making it more engaging and strategic by providing more options for how attacks interact with characters' defenses.

πŸ’‘Patrons

In the context of this video, patrons refer to supporters who contribute financially to the creator's work, often through platforms like Patreon. The creator mentions different tiers of patronage, each offering access to different levels of content, such as PDFs of new game rules and systems. This model allows the creator to fund their projects and provide exclusive content to their supporters.

πŸ’‘Martial Classes

Martial classes in D&D are character classes that focus on physical combat, such as fighters, paladins, and barbarians. The video discusses how the new armor and weapon systems would affect martial classes, potentially changing how they are played and perceived in the game. The goal is to make these classes feel more distinct and rewarding to play.

Highlights

Introduction of a new Kickstarter project, 'Alkane's Almanac of All Things', which is a modular expansion for 5th edition Dungeons and Dragons.

The Kickstarter offers customizable options for weapons, armor, and shields in D&D, aiming to enhance the game experience.

Discussion on the underwhelming nature of weapons and armor in traditional D&D as critiqued by Mr. Rex, a prominent D&D YouTuber.

The problem of limited options in armor class and the reliance on random rolls or Dungeon Master's discretion for upgrades.

The lack of progression in armor as characters level up, with players often reaching a final armor that cannot be improved.

The idea that RPGs should allow players to feel stronger and have more options, which is currently lacking in D&D's armor system.

The introduction of a new armor system with multiple defensive stats, including Evasion Class (EC) and Armor Reduction Value (AR).

Evasion Class represents the ability to dodge attacks entirely, working in tandem with traditional Armor Class.

Armor Reduction Value allows for damage reduction when an attack is successful but not a critical hit.

The new system aims to make combat feel more gritty and realistic, with a more gradual wear down of health in battles.

The potential for adding variety to armor through different materials, such as mithril or adamantine, which can affect armor properties.

The economic impact of introducing new materials for armor, making money more meaningful in the game.

The concept of crafting and salvaging materials from monsters for armor, adding a new layer of role-playing and strategy.

The balance between making the game more complex with new mechanics and maintaining simplicity for ease of play.

The possibility of using glancing blows as a mechanic to further enhance the armor system, allowing for half damage in certain situations.

The Kickstarter's goal to compile all these new systems into a comprehensive book, offering a complete overhaul of D&D's combat mechanics.

The availability of the new armor system and other mechanics in a PDF for immediate access through Patreon, with tiers offering different levels of content.

The collaboration with Mr. Rex to refine and discuss the new armor system, highlighting the importance of community feedback in homebrew development.

Transcripts

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we are upgrading weapons armor and

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shields here with some of the best

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homebrews that have ever done but that's

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for you to decide and

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this is perfect timing because i just

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launched my brand new kickstarter

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alkanes almanac of all things it's a

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modular expansion of 5th edition that

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gives you customizable options to help

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you tweak your dungeons and dragons game

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like a brand new weapon and armor system

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different weapon properties different

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actions that marshall classes can take

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besides just

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attacking twice different materials that

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all these things are made out of

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reactive shield properties to be able to

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play like a tank all of that's gonna be

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going in the book and i have a full pdf

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of that system which is basically

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a sneak peek of alexander's almanac that

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you can get access to right now but i'm

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gonna talk about how you can get your

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hands on all that stuff later and all

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the links will be of course down in the

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description but

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weapons and armor are a huge part of

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dungeons and dragons and for this i'm

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bringing in

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one of the biggest dnd youtubers mr rex

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he's been a huge inspiration to me and

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he is one of the best resources

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on youtube for dnd lore a lot of that

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lore stuff has came from him he has a

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lot of other great videos too so make

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sure you go check him out but recently

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he released a rant video about how

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weapons and armor are a little

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underwhelming

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in dungeons and dragons and has some

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issues that need to be fixed and just so

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happens i've been working on

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just that system for the last half a

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year or so

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and i reached out and here we go we got

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mr rex here you made a video man

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on weapons and armor and i do not

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normally make homebrew videos so it

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definitely

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popped up on my radar i had to see it

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and as soon as i saw it we're

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so much on the same page with some stuff

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i had to reach out to

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and here we are yeah thank you thank you

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for bringing me over i feel like this is

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a struggle that perhaps many of us dms

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kind of go through and

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maybe we don't understand exactly where

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the problems come but there is uh

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there's an issue

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that i think needs to be solved right i

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think a lot of times there's so many

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other things people homebrew and i've

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made plenty of other homebrew videos

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that

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i never tackled armor class because i

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feel like armor class engine it's not a

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huge glaring problem a lot of people are

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totally fine with armor classic

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especially if you've played the game a

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while

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it makes sense certain armor classes

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there are certain difficulties of

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monster okay

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armor class 14 armor class 16 and you

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get a good feel for it

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but there are some problems that just

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start flaring up so what was your

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biggest problem

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with armor i dude honestly there are

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actually many issues that i think

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might look like they stem from different

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locations but they all simultaneously

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kind of converge

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they root at the armor problem so again

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many issues

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one of the biggest issues i think has to

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come actually from the fact that

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um i always come back to the idea of an

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rpg

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what makes an rpg and rpg and what makes

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it interesting and fun

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i think there are two things

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primordially one is levels you need a

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level up system in an rpg is typically

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one of the main things that uh

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yes a progression something that starts

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you here

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and then answer there and levels are a

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big part of that but the other thing is

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feel that yourself getting stronger

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having more options having more things

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you can do yeah for sure

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and then the other thing would be armor

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but that is the one thing that

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like i feel like it is the levels that

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are the biggest weakness

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the biggest weakness of dnd is that if

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you're a rogue

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you can only purchase a studded leather

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armor for 45 gold pieces and you're done

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right there's nothing else that you can

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do you won in game done

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it's final armor achieved nothing else

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that you can do

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you have to expect for dylan master to

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drop you something that you can then

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right so otherwise you're done and you

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went into that in your video about how

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like you have to rely on random roll

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tables you have to rely on your dungeon

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master you have to rely on things that

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you shouldn't have to rely on as the

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core

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part of the game so yes limited options

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of choice and different things you have

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three

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shows choices of default armor that

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don't have much variety

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and there is an obviously clear best one

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with no extra spice to it and i

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mentioned this on the video but i also

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want to say this here because this is

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like the most hilarious part of the

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problem

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is that even if you do get that magical

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armor plus one or whatever right but it

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happens to not be studded leather and

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instead it's just a potted armor

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it's not even going to be an upgrade for

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you even though it is magical and even

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though it is going to be more expensive

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it's a plus one magic item but actually

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no the 45

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all right i'm good i'm good i feel good

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already know for sure

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for sure and i think i never even

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realized

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after watching your video i was like you

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know what yeah there's there are

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solutions here that can be done because

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if if you think about an armor class

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it's a hit or miss like you either get

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hit or you don't get hit and that's

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that's obvious and that's

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simple and fifth edition is very simple

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i get it but there's just

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in for such a big capacity for such a

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big part of the game

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combat of your armor health hit points

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all that kind of stuff

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to be able to have it be just a hit or

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miss it's real swingy

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and can be real you can have an armor

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class of like 18

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or 20 and still get hit every time and

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then that feels bad and you don't feel

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like this tank that your class fantasy

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is that you want to have

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because the the dungeon master rolled

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really well and they just

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hit you every time so you might as well

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had an armor class of 10. and it feels

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bad for both sides too because

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if the monsters if the monsters are

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missing all the time then it's at the

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end you feel bad and if the monsters are

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hitting all the time then the player

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feels bad

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yeah yep yep and then you lose that that

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wear down that grittiness of combat

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where you're just like

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you know round after round it's just uh

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both sides are getting whittled down

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instead of this like boom boom like

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these chunks are being taken out

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everybody then it's over out of nowhere

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so yeah yeah you know what i realized

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by the way i've been playing a cleric a

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healing cleric recently on one of my

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adventures and then i realized that i

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really wanted to use prayer of healing

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and just do this massive aoe healing

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but then i just started realizing that i

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just never get to use it because what

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happens is one character is about to die

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and then everyone else is full hp it's

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literally what happens because they

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dodged all their attacks that they came

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at them and he this one person hasn't

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so you're overhealing it's a waste yeah

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yeah i totally see that and then another

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thing

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that made me think about from this when

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i started brainstorming that you sent me

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down this rabbit hole of thought about

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the problems with armor is uh a cloth

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wearing

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or light armor even wearing a

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caster of some kind it takes the same

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amount of damage

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from a said hit from a monster as

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the huge heavily armored shield wearing

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paladin or whatever

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it i know the dice are going to change

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but if you you would take

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46 plus 10 or whatever it is both of

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those characters are taking that damage

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and it's the same assuming they got hit

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and this goes back to i think

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armor like one of the biggest issues is

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that armor only has one stat

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and that is ac so when you only have the

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one stat and there's sort of no in

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between uh you

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do end up with these problems and as a

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dungeon master there's not things you

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can tweak and change because there's

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only one thing

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you can tweak and change and it's it's

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very limiting in that way too

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for sure for sure and if you do tweak it

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too

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far to one side then it gets absolutely

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broken you're either always getting hit

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or you have a player that figured out

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how to do some crazy youtube build a

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reddit build that they researched and

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they have

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they have 26 armor or something and

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you're like okay well uh

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what do i do i've been asked that

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question multiple times about

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characters with stupid high armor class

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like what do you do just hit them with

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spells all the time but then

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that's you know i guess that's a

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solution but

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but the thing is like you also as a

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player you really shouldn't feel bad

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about

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wanting to maximize your character which

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is completely another point too

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right it should feel good as a dungeon

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master to give your players

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magical armors it should feel good as a

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player to want to maximize

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one stat over others because right hey

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that's what an artifact the style you're

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going for i really want to be a tank

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you're playing a role and you don't want

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to feel like i really want like

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i know they really want to have more

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armor class but i don't feel like it's

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good

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and then that's that doesn't feel good

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either so you want to be able to let

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your players

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embrace their play style and yeah dive

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into it all the way for sure for sure so

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now then we've ran we've ranted and

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beat armor class into the ground uh but

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how are we going to fix this thing dude

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how

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how would you fix this thing the first

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thing that i think

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um that we talked about before of fixing

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this thing is

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introducing more options of materials or

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things you could

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make the armor out of which

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automatically just opens up so many

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doors

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yeah i mean the biggest advantage of

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having multiple um i guess variations of

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materials

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is again the first point that i kind of

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came back to here was

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uh a big factor is money actually i

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haven't talked about this at all like i

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thought i did

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money because this is another issue

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completely there is nothing to spend

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money on unless you're talking about

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magical items which are not even

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supposed to be an integral part of the

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game like the game was

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literally designed to not be like third

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edition where magic is necessary it's

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not supposed to be necessary and so

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a lot of times you end up with a lot of

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money and nothing to spend it on and

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when you have different materials

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becomes meaningless and so that whole

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part of the game is now gone and

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and that would be the case safe if

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you're a heavy armor user at least

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as a heavy armor user you have plate

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armor which costs fifteen hundred

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dollars

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which is great yeah right but uh if you

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start adding mithril or adamantine or

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any other kind of material you want to

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make your arm out of silver suddenly the

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options

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expand compound money kind of becomes

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more integral more important again and

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again it also adds a lot of options

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off what you just said there is that

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maybe maybe the best set of armor maybe

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you shouldn't go a map maybe you

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shouldn't take the 1500 set

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armor maybe you downgrade the armor a

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little bit but then upgrade the material

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because you want a certain type of

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property that the material that mithral

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gives oh it's lighter

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it doesn't it lets me move better or

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whatever and then you can downgrade your

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armor class

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and upgrade the material for these

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certain things and now you're

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customizing you know i mean so that's

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i i love that idea and you know what

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that comes down to again

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role play is playing your role

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customizing your character and making

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your barbarian different than another

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person's barbarian which is

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i think the goal is what it is yeah well

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and it's like okay so

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do i want to have that heavy armor class

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okay i will i will save up even more for

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more armor class and i will take the

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material that gives me even more armor

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class or whatever

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um and and go that route or do i go the

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other

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and this again like you said opens up

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for that choice that you want which is

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why

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in this big this big pdf that i make uh

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that i made in this

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whole thing i have like i think like 15

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or more different types of materials i

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got dragon bone

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uh chitin like bug like bug armor

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all that kind of stuff to try and give

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players options to be able to hit all

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those play styles

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yeah and and you know what that also

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kind of just adds to

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how fun it would be and this is again

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another thing that's missing because you

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see i keep coming back to this

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there are a lot of things about doing

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and dragons that you could consider

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issues that you might think stem from

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different sources but really it all

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comes down to one source which is armor

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um or it could be solved by one which is

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armor so

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you're entering into like another

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territory which is like salvage and

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monsters

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how fun would it be if you can go to a

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dragon take some dragon scales and use

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it for your armor having an actual

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system that allows for that right

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right right and what's what's so funny

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and this is this uh

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naturally brought it to this is that i

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ha i think this whole big thing i've

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been tackling together

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that you you caught me during this whole

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thing is i have

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um the the big huge book that i'm doing

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um al cantor's almanac of all things i

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have the

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the all those are tied together you have

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the weapons and the armor that are made

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of certain things and then there's a

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crafting system they have to make all

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those things to be able to build

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your own custom things so that you can

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have a kite and sword and

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a dragon bone art but now i gotta go

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find like that's a whole mission now and

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you're tying the whole game together

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the role play and the combat to go get

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those things go hunt them down

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find those creatures salvage them and

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come back i'm feeling i'm feeling a

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skyrim vibe here and that's a good thing

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and that is a good thing yes yes yes get

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the whole set collect the whole set of

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armor and everything oh yeah for sure

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love it love it so now

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we've talked about materials but let's

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get into some nitty-gritty mechanics we

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talked about how there's only

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one single mechanic to defense armor

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class that's literally it so

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what if we increase that and add some

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more variables there so i'm going to

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take a

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timeout all right so here is my brand

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new

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super simple breakdown of what this new

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armor system is all about i want to get

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you guys up to speed so you can easily

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follow along with all the stuff we're

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about to go over

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and basically i'm just adding two more

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defensive stats the first is evasion

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class or ec and the second is armor

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reduction value or ar evasion class

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represents your ability to evade a hit

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entirely

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armor class as we already know it rules

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as written represents your armor

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being hit which is where armor reduction

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value comes in to actually reduce the

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amount of damage that you take so how

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does all this stuff work

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evasion class is a single number that

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works exactly like the rules as written

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armor class works right now let's say

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you have an evasion class of 14. if you

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get attacked and the attack roll is

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lower than 14

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you dodge the attack if it's higher you

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get hit how simple is that it's

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literally

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just like armor class but you calculate

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it in a different way

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and it works together with armor class

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here's a table right here that shows you

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how you actually calculate your ec for

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those super nimble people in light armor

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or no armor

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it is 10 plus your dexterity modifier

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which is represents your unarmored

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armor class and then for medium armor it

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is 10

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plus your dexterity modifier max of 2

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again normal standard for medium armor

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and

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for the for the heavy boys that heavy

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armor class is just a flat 10. don't

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worry shields will help that out

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here in just a second that is your

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evasion class super simple you also have

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your armor class which you already know

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how to calculate that is completely

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unchanged but now

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your armor class is represented by two

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numbers this gives you a

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range to your armor class of an ec to an

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ac

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so let's keep this example going and say

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we have an ec of 14

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and an ac of 17. that is your armor

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range

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any roll any attack rule made against

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you below this number

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you dodge entirely you take no damage

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from it like rules is written

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anything above this number that rolls

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higher than your armor class

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fully hits you you take full damage all

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that is very standard but now here's the

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best part

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if you get hit in the middle of that

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armor range you have been hit but your

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armor took the hit a little bit took off

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some of that damage and this is where

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that final stack comes in

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of armor reduction value you got hit in

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your armor range 14 15 16 17. you got

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hit

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with your armor and it reduces it by

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your armor reduction value so then the

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only thing left to know is what your

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armor reduction value is which is the

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easiest formula of all

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it's your ac minus 10. that's it so for

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that ecac

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armor range of 14 to 17 your armor class

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is 17. so 17 minus 10 whoa

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super hard math there seven so anytime

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someone hits you

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in that armor class range you're gonna

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subtract seven from it every time

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if they roll below it they miss they

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deal no damage if they roll above it

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they hit

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they deal full damage but this range is

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where the armor reduction value comes in

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and if your armor class goes up that's

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totally fine your armor reduction value

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would go up with it because you've had

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an ac of 19 you have an armor reduction

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value

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of nine and you have armor wearers out

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there if you're worried about an ec of

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10 and it never changes

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shields actually increase your ec and ac

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so if you have a plus two shield

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both of those numbers go up by two and

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this gets into the feel of what it feels

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like

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to wear heavy armor you're going to get

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hit more often but you have

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such a high armor reduction value from

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all that armor

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a lot of those hits that you get hit for

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you might actually reduce to zero how

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cool is that this is just one of the

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systems i have

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and my kickstarter is just now releasing

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alkanes almanac of all things it's going

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on

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literally right now go go check it out

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after this video is over

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me and mr x about to break down all the

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different stuff here and talk about this

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armor class and if you're too anxious

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and you want to get your hands on this

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full pdf there is a full pdf right now

play15:16

of all of this armor system i'm talking

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about a weapon system including martial

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actions

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weapon passive properties for all the

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different types of weapons so it

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actually feels

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different to wield different weapons how

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crazy is that

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different armors feel different as well

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you can make all of them out of

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different material

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there's like over 15 different types of

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material that you can use like comment

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and share this video around because if

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it does well i'll do a follow-up video

play15:39

about that weapon

play15:40

system and shield system and some of the

play15:41

mechanics of how all that stuff works in

play15:43

the big picture

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of how to really take your combat

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especially for marshals to the next

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level so again all those links will be

play15:48

down in the description you can check

play15:49

them out for yourself

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now let's get back to the mr rex

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breakdown okay so they're

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up to date now rex uh we got this

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because that mechanics all those types

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of things of these

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this this armor class range system came

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from a lot the inspiration from watching

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your video you're just riffing and

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talking about how

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what if you had a range and i had a

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glancing blow mechanic that had an armor

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class

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range and you dealt half damage whenever

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you got hit in that range

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i used it for monsters applying it to

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players though and there's a lot of

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really cool stuff that you have

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when there's a number that you can dodge

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and not get hit at all there's a number

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where you get hit but it gets reduced by

play16:22

your armor

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action what a crazy concept damage being

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reduced

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by armor and then obviously if you fully

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get hit you take full damage but

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um that was a super awesome idea that so

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thank you for the inspiration to take

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that and run with it i'm glad we're

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talking about it now

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yeah of course i mean i you know parts

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of it are not necessarily new right it's

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like we used to do

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magic resistances uh back in the olden

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days in this way we're used to have like

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magic you used to have fire resistance

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10 and so you would deduct right

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10 you know or whatever from the demos

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that you would take so there's something

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similar but of course trying to

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adapt it into fifth edition um right

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sort of requires a remake of the system

play16:59

in a way

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which is great because fifth edition is

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a very modular system because it is so

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simple

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the way it is constructed it allows for

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all kinds of modifications which i am

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really happy about

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right and it allows and so many times i

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have so many different homebrews

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i don't use them all the same time i

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always keep saying that but

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find the sections of the game that

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really you love the most and then

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it's okay to make them a little bit more

play17:22

complex if it makes it more fun and it

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makes it more engaging and it gives you

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more choice to be able to do all these

play17:27

things we're talking about

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so it gives a super different play style

play17:31

for that heavy armor wielder to keep

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reducing that damage from these big

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blows

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and we talked earlier about that a

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player that gets hit all the time well

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if the dungeon master happens to roll

play17:40

high i mean it's not

play17:42

that bad because that heavy armor wear

play17:44

is going to still reduce that damage and

play17:46

feel

play17:47

like a tank yeah so damage reduction as

play17:49

a system is very interesting because

play17:51

if done right the idea would be that it

play17:54

wouldn't necessarily

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increase the damage that people would

play17:57

take at the beginning of the game at

play17:58

least not for the players which is

play17:59

crucial

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you cannot be taking any more damage as

play18:02

it is because people are

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very likely to die early game

play18:06

however it does solve a lot of issues

play18:10

that players were having sort of mid

play18:12

to late game where right you again just

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end up with players maybe two characters

play18:16

that are just dead

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and then the other three characters are

play18:18

basically full hp and it kind of

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helps smooth out the damage a little bit

play18:23

sort of

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all throughout which is what you would

play18:25

be expecting being able to figure out

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when the damage is coming

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see it coming and not feel like you're

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helpless because you're gonna die

play18:32

anyways from the

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right well and it gives also the the

play18:35

uniqueness of having even just the

play18:37

second stat of the evasion class

play18:39

right if someone a tank would have a

play18:43

low evasion class and a high armor class

play18:45

so there's a big range that they're

play18:46

reducing

play18:47

their damage in but then you have

play18:48

someone like a rogue or even like a monk

play18:50

tank type situation

play18:52

where you could have a really high

play18:54

evasion class in a you know an okay

play18:56

armor class but they'd be really close

play18:57

together

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and there'd be a lot of times where they

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take no damage which is that whole

play19:01

dodging part and that feels

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like dodging instead of the default

play19:04

rules as written that everything is

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technically either a dodge or a full-on

play19:08

hit you know

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and the other thing is that it actually

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like a system like this

play19:12

doesn't necessarily punish you for just

play19:15

stacking as much armor as possible oh my

play19:17

gosh

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yes yes yes yeah which is incredible as

play19:20

a dungeon master

play19:21

if you start hitting armor on your

play19:23

players you don't feel like you're just

play19:25

missing and wasting your time you don't

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feel like your monster has just been

play19:28

made completely useless instead all that

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damage sort of goes through the armor

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which makes the player feel good because

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they have been stacking armor

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and you get some damage in which of

play19:37

course is essentially what you want

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would you want to be taxing your players

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as they proceed with the dungeon which

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is that part about we we talked about

play19:44

earlier

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in our rant phase of oh no the players

play19:48

too much armor oh no oh no but that's

play19:50

fine

play19:50

have 26 armor if you had 26 armor you

play19:53

would be reducing

play19:55

26-10 you'd be reducing it by 16 so

play19:58

these big hits you're taking that's

play20:00

that's that's you could take those big

play20:01

hits and still be fine and that's a

play20:03

super creative build to be able to get

play20:05

that armor

play20:06

and have that you know reward you and

play20:08

you still would have to you know

play20:09

uh spells and have to do all the things

play20:11

that you'd have to normally do but at

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least

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you don't feel like you you can't let

play20:14

them play the way they want

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and so you know again we go back to

play20:18

making sure that we're fixing

play20:19

the areas that are problematic and then

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not necessarily touching the areas that

play20:23

are not because

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it is okay to be able to completely

play20:25

dodge attacks and that's part of the

play20:27

system too right you

play20:28

put so much armor on yourself that if a

play20:30

bug bear attacks you and deals 14 damage

play20:33

if you're super armored up then you can

play20:34

just block it and that feels good but

play20:36

then if you're fighting against a giant

play20:38

i mean

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think about it logically right imagine

play20:40

an actual hill giant which is literally

play20:42

just like maybe six or seven times your

play20:43

size

play20:44

and then strikes you with this enormous

play20:46

club like i'm sorry dude

play20:48

but like you're not like something has

play20:50

to bleed through you can't just block

play20:51

all of that it just doesn't make any

play20:52

sense it's not a yes or a no so you're

play20:54

gonna have those areas where you like

play20:56

barely moved and they hit your shoulder

play20:58

as it like boom like

play21:00

turns you around to the side for sure

play21:02

and that can also inspire the

play21:03

the dungeon master's description of all

play21:05

the stuff of what kind of hit was it if

play21:07

it was a

play21:08

miss a hit but it reduced or a full-on

play21:11

hit you know what i'm saying

play21:12

dude trying to describe how a purple

play21:14

worm bit you and you took no damage like

play21:17

right you nope nope not nothing you

play21:19

can't the biggest complaint that i've

play21:21

heard from this that i've

play21:22

whenever i've pitched this idea or

play21:23

people like oh well what about this

play21:25

is whenever you they forget about you

play21:28

can still get

play21:29

fully hit if they roll higher than your

play21:30

armor class you still take

play21:32

full on damage right and oh but there's

play21:35

so many times in the game

play21:36

and the second complaint i hear is

play21:38

there's so many times in the game where

play21:39

they hit your armor class and your armor

play21:41

class reduction

play21:42

is so much that it actually reduces it

play21:44

down to zero and it's like oh it might

play21:46

as well just have been armor class

play21:47

i i think that's totally fine if you

play21:49

have an armor class

play21:51

you know 17 to or sorry 12 to 17 or

play21:54

something like that

play21:55

in your armor reduction would then be

play21:57

seven if you get hit for six damage

play21:59

that's technically a zero which is

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technically them you know you actually

play22:03

completely deflecting it with your armor

play22:05

they hit your armor and did nothing to

play22:07

you

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that's part of the description that we

play22:08

just talked about that's part of

play22:10

they actually in compared to rules is

play22:12

written they missed you

play22:14

and that's that brings the you know

play22:15

power back to the heavy armor class

play22:17

that's getting hit all the time oh no

play22:18

and that's that's what happens because

play22:20

what it means is that you're a tank and

play22:21

you've been building tanki and now you

play22:23

get to deflect the damage that's the

play22:24

whole point of it in fact this

play22:26

is meant to just based on how the system

play22:28

is working if you basically do ac minus

play22:30

10 what's going to happen is

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for the majority of the beginning of the

play22:32

game you're going to end up dodging or

play22:34

i guess deflecting i don't know what the

play22:36

word would be you'll be deflecting

play22:37

everything

play22:38

and that's intended maybe one damage

play22:39

would bleep through but that's actually

play22:41

even better right because those heavy

play22:43

armor classes they are they

play22:44

their their ec is 10 right i guess 12 if

play22:48

you have a shield

play22:48

but you're going to get hit a lot even

play22:51

at lower levels and if you

play22:52

are constantly getting hit and you're

play22:53

not reducing the damage yes then they

play22:55

would they would die early on

play22:57

but it's designed to make it zero and

play22:59

then as the player

play23:00

they feel awesome because they're like

play23:02

nope because the dungeon master is

play23:04

saying they dealt damage to you and

play23:05

you're like ah

play23:06

no it's zero and like that is you are

play23:09

feeling

play23:09

like a tank the mechanics are helping

play23:11

you to feel something

play23:13

like that's huge to me yeah and now mid

play23:15

game to late game i mean you're gonna

play23:16

take damage because it's gonna be very

play23:17

unlikely that

play23:18

you might be able to reach oh maybe like

play23:21

a 10 or 12 damage reduction if you're

play23:23

kind of working at it

play23:24

really specifically going for it right

play23:26

yeah if you're specifically going for it

play23:27

you'll be able to deflect a lot of

play23:28

damage but

play23:29

once you start entering into sort of

play23:30

like the mid to late game

play23:32

you're going to take bleed off damn i

play23:34

don't know how to call it

play23:35

damage but some damage is going to bleed

play23:37

off to you and that's intended that's

play23:39

part of the system you you need to be

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taking some damage here and there

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uh yeah for it to kind of you're not

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just never taking damage and then always

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taking damage

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huge hits no hits yeah yeah so in

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general i mean like realistically

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this is above the damage overall not

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just against the players but the players

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are also going to be doing more damage

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so

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uh considering it's the same thing on

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both sides yes

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yes yes yeah so this is something to

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keep in mind um of course increasing the

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hp of the monsters is that something

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that you can do

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uh as a dungeon master uh you just need

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to be cognizant about the fact that

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players mid to late game are going to be

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they can be more damage but that's

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perfectly fine

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that's a good thing that's a buff i

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think that's a that's a per in my

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opinion in my eyes that's a buff to this

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that's a that's a pro of the system is

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that because

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you know players get over 100 health 150

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health or something crazy like

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many people get to play at the high

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levels level 13 14 15. so many people

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don't realize that actually short rests

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very quickly start becoming useless

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unless you're a warlock or something

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like that that benefits martial arrests

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people don't tend to take them very much

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because the healer has infinite spell

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slots

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um you got potions of the wazoo and i

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can't find the

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it's very unlikely that people will be

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at 70 hp overall

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all of them to the point where a short

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rest will be beneficial for people to

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spend their hit die on so

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this kind of benefits that in a lot of

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ways allowing for more short rest to

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actually happen and have this mechanic

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of the game actually be used because

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it's right

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and if your players are this like godly

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status to where you have you have to

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crank up the damage on your monster so

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much

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add in all these extra home brews adding

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extra dice to the monsters

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and you're having to like dial up the

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damage meter for these things

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and then we're back to the same problem

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we talked about the beginning where

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you're either hitting them for a ton

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every time or you're not hitting them

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and it becomes even more swingy

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compounding the problem instead of

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having this smooth uh i forget how

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how you phrase it this is like a nice it

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smooths that curve and spikes it smooths

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out those spikes

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of all the damage and stuff so yeah i

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love it now i i know that a lot of

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people

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uh get particularly scared off when

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there's entire remix i'm sure actually

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your audience probably loves homebrews

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so like i don't know i guess i'm talking

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to the wrong audience on this one but i

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know that there are people that kind of

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get scared off of

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essentially like fundamental remakes of

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the system right or get too complicated

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too many

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yeah it's fifth edition it's fifth

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edition you know and so yeah for sure

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but there is this very interesting

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because you mentioned a little bit about

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it before the idea of a glancing blow

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and we haven't really brought it up on

play26:04

the video here

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uh but it basically is the idea that if

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you get hit at a very specific ac so if

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you have 18 ac and you get hit at 18

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or perhaps there's like a different

play26:13

range but the idea is that if you get

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hit in this very precise

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like you know point uh you basically

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just take half damage

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it's the idea of having like an

play26:22

in-between between taking damage not

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taking damage now

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a glancing blow might or might not work

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in a system that is already kind of

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working with an ar system because it

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might just be something tacked on that

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might not be

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necessarily necessary but what i like

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about this system is that it does

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basically allow for a rough patch of a

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solution

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in the case that you don't have the

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ability

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or maybe the willpower to basically

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enact an entire new system

play26:48

and so because i know that a lot of

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people like to keep sometimes things

play26:53

simple well and with glancing blows i

play26:54

think the the original i have an entire

play26:56

little quick video about glancing blows

play26:58

but you already you hit the nail on the

play27:00

head with it

play27:00

is i use glancing blows all the time

play27:02

especially for monsters i love the

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feeling of monsters and actually i'm so

play27:06

glad you brought this up

play27:07

because i had a dragon and i wanted to

play27:09

give this dragon 25 armor but i was like

play27:12

man

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that's just i mean that feels real bad

play27:15

again the same problem as my players

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would miss it all the time

play27:18

that feels terrible for them even if it

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should be hard for them to deal damage

play27:22

to it so what i did is i gave the dragon

play27:24

a glancing blow armor class of 20 to 25

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so if they rolled a 20 to 25 they dealt

play27:30

half

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damage to it anything above 25 hits

play27:33

anything below 20

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misses right and that felt amazing and

play27:37

this is the same type of concept in

play27:38

in involving it into this armor system

play27:40

of giving that that range however big or

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wide it is you know because you can use

play27:44

that rules as written i use that rules

play27:45

as written all the time for players

play27:47

where

play27:47

they have an armored class of 15 and

play27:49

that is the only you know if they roll a

play27:50

15 it's half damage

play27:52

that's great but you could totally

play27:53

expand it to this and it'd be really

play27:54

really simple for sure

play27:56

yeah you can add very interesting ranges

play27:57

so for example if you have an armored

play27:58

class of 15 you can say that

play28:00

13 14 is glancing blow yeah without any

play28:04

special effects so like sneak attack

play28:05

doesn't count

play28:06

like that uh and then 15 to 16 is a

play28:08

glancing blow

play28:09

with the extra effects so sneak at that

play28:11

counts and all these different things

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yeah and have a little plus or minus two

play28:14

then yeah

play28:15

yeah so if you have a range of glancing

play28:17

blow like that you could like basically

play28:19

also play the game just like that and it

play28:20

effectively solves a lot of the issues

play28:22

that we've talked about today

play28:23

except for the money issue which is in

play28:25

my opinion

play28:26

like and again the i guess the upgrade

play28:28

the upgrading your armor from one point

play28:31

to another which is a big part of the

play28:32

rpg oh those two but that's the

play28:33

beautiful part though

play28:34

is you can choose to have the easy

play28:36

mechanics like you just said have the

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easy mechanics of this and i

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love that plus two minus twos thing that

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you just talked about um

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have it have choose a simple mechanic

play28:44

system but then

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just use that full blown that's why i

play28:47

put uh the the armor upgrades and stuff

play28:49

in a different section of the the pdf i

play28:51

have

play28:51

is the is to have that whole thing and

play28:54

all that access

play28:55

rules as written you can use whatever

play28:56

armor system you want and throw in those

play28:58

options and it's always going to be

play29:00

a win so there are many ways to solve

play29:01

the problem it's just how many problems

play29:03

you want to fix

play29:03

it's basically what it comes down to how

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complex do you want to make it yeah and

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another thing

play29:07

speaking of complex that i wanted to

play29:09

talk about is

play29:10

um you uh of adding whenever you add in

play29:14

more mechanics yes

play29:15

it does make it more complicated like

play29:17

we've been talking about but

play29:18

if you just have ar or just have um ac

play29:22

then like you said there's only one

play29:24

scale you can tweak and change but if

play29:25

you have

play29:26

an evasion class which gives you an

play29:27

armor range and you have an armor

play29:29

reduction

play29:29

that reduces the damage you now have

play29:31

three different things that you can

play29:32

start to play around with mechanically

play29:34

in the armor options you give people in

play29:36

the monsters that you have in the item

play29:38

upgrades you have in the feats and bonus

play29:40

perks that you give

play29:42

to your players to let them be able to

play29:43

customize that window even more

play29:45

yep so it's about striking the balance

play29:47

of how complicated you want to make it

play29:48

how simple you want to make it and

play29:49

finding that nice sweet spot where you

play29:51

feel like there's a lot of depth

play29:53

without the complications so thanks man

play29:55

for coming i'm glad that you i got in

play29:56

here to be able to talk shop with you

play29:58

about some home brew

play29:59

get in your head about all the armor

play30:00

class stuff thank you for the

play30:02

inspiration

play30:02

of of just even watching that video

play30:04

diving into solving some problems with

play30:06

armor that feel really good to me and

play30:08

i'm

play30:08

super excited to um test these out and

play30:11

try and push the limits of this thing

play30:13

yeah no problem man thank you so much

play30:14

for inviting me over this was a lot of

play30:16

fun i love talking about

play30:17

the philosophy of donors and dragons and

play30:19

the way mechanics work so

play30:21

this was a blast for me the video that

play30:22

sounded good you want to get your hands

play30:23

on some of that stuff right now there's

play30:25

a bunch of different links down in the

play30:26

description the first one you're going

play30:27

to see

play30:27

is for the kickstarter it's the huge

play30:29

overall thing hardcover book only time

play30:31

i'm doing it

play30:32

it's a it has a lot more than even just

play30:34

this this is all the stuff i've been

play30:35

working on

play30:36

for years putting all into one book this

play30:38

is just the tip of the iceberg

play30:39

with this system we've been talking

play30:40

about here but if you're too impatient

play30:42

to wait for the kickstarter to go

play30:43

i have them available in a pdf right now

play30:45

over on my patreon tier one patrons get

play30:47

access to new rules

play30:48

new conditions for combat a complete

play30:50

weapon system overhaul with all those

play30:52

different passives

play30:53

for each different weapon type that i

play30:54

talked about tier two patrons get

play30:56

this armor system and a lot different

play30:58

more there's actually even more

play31:00

different ways to calculate your armor

play31:02

armor reduction value there's two other

play31:03

systems i have

play31:04

that make it a little more simple it's a

play31:06

it scales with your level and another

play31:07

one is just half damage so

play31:08

there you go and there's a reactive

play31:10

shield system in there too that

play31:11

completely overworked as well

play31:12

and there's a ton of magic items and

play31:14

tier three patrons get all that plus

play31:17

a marshall attack upgrade system with

play31:18

the different special attacks

play31:20

for every single different type of

play31:21

weapon huge sweeping cleave attacks

play31:23

quick lunging attacks a ton of different

play31:25

stuff there's so much in this pdf this

play31:27

is the biggest one i've ever done

play31:28

there are special materials that you can

play31:29

make out of all of these different types

play31:31

of items

play31:32

weapons armor shields each to have

play31:34

different properties based on the

play31:35

different materials there's bug

play31:36

chitin armor coral armor crystal armor

play31:39

jade mithril

play31:40

there's so much more and like mr rex and

play31:42

i already talked about these options

play31:43

just having them

play31:44

at the table give your players something

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to chase after or save up gold for but

play31:48

as always patrons get pdfs

play31:50

every single month and if you're late to

play31:51

the party and if you already missed the

play31:52

june step because they're only there for

play31:53

one month at a time

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this pdf will be up available on the

play31:56

website right now in the description too

play31:58

and i want to give a huge thank you

play31:59

to mr x he has been a huge inspiration

play32:01

of mine i've watched his youtube videos

play32:02

for years

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before i started my own youtube channel

play32:05

i've learned so

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much from him about the lore of this

play32:07

game so to be able to work with him and

play32:09

just talk with him

play32:10

and have this little this little

play32:11

homebrew chat with him

play32:13

was crazy he's honestly a great dude and

play32:14

so genuine to talk with and he just

play32:16

wanted to help me i did not think

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a 700 000 plus subscriber person would

play32:21

be so

play32:22

engaged and interested in working with

play32:23

me on some stuff and collaborating in

play32:25

this way so it was absolutely crazy

play32:27

and he actually is going to be starting

play32:29

up to some homebrew stuff here coming up

play32:30

soon so stay tuned to his channel

play32:32

seriously please go check out his

play32:34

channel i know we're a fraction of the

play32:36

size of him but i would love to have

play32:37

the dungeon crew go show him some love

play32:39

and don't forget the kickstarter is

play32:41

literally happening right now this is

play32:42

the first full video of them releasing

play32:43

for so go check that out that would help

play32:45

out a ton i'm trying to make some big

play32:46

moves and this kickstarter is the

play32:47

biggest thing i've done yet

play32:49

putting literally everything i have into

play32:51

it so until next time

play32:52

stay creative and think outside that box

play32:55

peace

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Related Tags
Dungeons & DragonsHomebrewArmor ClassWeapon SystemRPG MechanicsGameplay EnhancementKickstarterCustomizationRole-PlayingCombat Strategy