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"...[name] stood in the [name2] Hall, a hundred peers watching from the galleys above. She called her Provider's name, and all could feel the power she commanded. [name3] summoned his wards, but all that watched knew his efforts were in vain. The next name she offered was his, and the misery of [name3] was legend."

translated from Dekàlan fragment found in ruins of Ilduùn

Defense

There is a quiet movement within the D20 community which is replacing an old concept.  In all editions of D&D armor has been used to avoid strikes when its only real purpose is to avoid damage.  The emerging systems are rectifying this inaccuracy with a system where armor absorbs damage rather than avoiding it.  I may introduce this system into my own games if the new Hit Points rules playtest well (Jadth) and do not prove to be cumbersome.

An ideal game would track damage and defensive values for different parts of the body (ala GURPS, HarnMaster...) without getting bogged down with too many charts and die rolls.  This page aspires to be one step in this direction, but only time will tell.

The system outlined below has been pulled from a few different published sources and will probably be further refined when D20 Modern is published late this year.  The current system (outlined here) is based loosely on rules detailed in Shadow Chasers (PolyM/A02pp19-59) and SpyCraft.

Defense

In this system, each character class has a progression of defense bonuses determined by their level.  This defense bonus combined with the character's defense adjustment for dexterity becomes the character's armor class.

Example:  Jort has a defense bonus of +2 and a dexterity of 13 (+1).  Jort's defense bonuses equal +3 for a 13 defense.  This is the score used to determine whether Jort is hit or not from an attack.
Note:  In the new system, people will get "hit" more often.  The deciding factor becomes whether or not they will be harmed by that hit.

Each class has a different defense progression based on whether they're a combat -oriented class or not.  Table 1 outlines the defense bonuses by level and class.

Table 1. Class Defense Bonuses
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Barbarian
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
+9
Bard
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
Cleric
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
Druid
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
Fighter
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
+9
Gladiator
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
+9
Hunter
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
Monk
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
Paladin
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
+9
Psion
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
Psychic Warrior
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
Ranger
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
+9
Rogue
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
+8
Shaman
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7
+8
+8
Wizard
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
+7
+7
+7

Note:  The above bonuses are color-coordinated from best (red) to worst (blue).  The colors are meant to help in determining how class bonuses are ranked relationally.  The progression is: red, orange, yellow, green, blue.

 


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