Post by Deleted on Apr 16, 2012 12:10:59 GMT -6
From my understanding, Arneson moved from the Level vs Level chart with armor saves to the, now more familiar, Level vs AC chart sometime before submitting his rules to Gygax. I was thinking of trying to run normal D&D (B/X actually) using the original DatD attack method and was wondering how the two combat systems compared.
In the DatD system, armor blocks a set percentage of attacks and, strangely, having no armor at all still can block an attack. So, I took the 2d6-2 rolls, convert them to percentages and then subtracted out the 8.3% that having no armor will still save and here's what I got (discounting shields for simplicity):
Leather: 8%
"Hard" leather: 33%
Chainmail: 50%
Plate: 75%
Now, I took the Level vs AC chart from OD&D for a first level character and computed the change in percentage chance to hit for each of the armor types:
Leather (AC7): 18%
Chainmail: 35%
Plate: 55%
As you can see, armor is much more effective in the DatD rules than the D&D rules. To match the effectiveness you'd need to convert armor to AC as follows:
Leather: AC8
Hard Leather: AC5
Chainmail: AC3
Platemail: AC1
Similarly, converting D&D armor effectiveness to a 2d6 roll (ignoring the -2 for simplicity)
Leather: 4 or less
Chainmail: 6 or less
Platemail: 7 or less
Not that this means anything .....
If trying to play D&D with the DatD combat tables (but still using regular D&D weapon damage) I was thinking of giving large monsters a AF less than their HD while giving them a bonus that acts as a penalty to target's Armor Save (so armor will be less effective against a giant for instance). Also, some weapons, such as maces, might also get a anti-armor bonus (along with the possibility of making magical weapons with extra armor crushing powers).
In the DatD system, armor blocks a set percentage of attacks and, strangely, having no armor at all still can block an attack. So, I took the 2d6-2 rolls, convert them to percentages and then subtracted out the 8.3% that having no armor will still save and here's what I got (discounting shields for simplicity):
Leather: 8%
"Hard" leather: 33%
Chainmail: 50%
Plate: 75%
Now, I took the Level vs AC chart from OD&D for a first level character and computed the change in percentage chance to hit for each of the armor types:
Leather (AC7): 18%
Chainmail: 35%
Plate: 55%
As you can see, armor is much more effective in the DatD rules than the D&D rules. To match the effectiveness you'd need to convert armor to AC as follows:
Leather: AC8
Hard Leather: AC5
Chainmail: AC3
Platemail: AC1
Similarly, converting D&D armor effectiveness to a 2d6 roll (ignoring the -2 for simplicity)
Leather: 4 or less
Chainmail: 6 or less
Platemail: 7 or less
Not that this means anything .....
If trying to play D&D with the DatD combat tables (but still using regular D&D weapon damage) I was thinking of giving large monsters a AF less than their HD while giving them a bonus that acts as a penalty to target's Armor Save (so armor will be less effective against a giant for instance). Also, some weapons, such as maces, might also get a anti-armor bonus (along with the possibility of making magical weapons with extra armor crushing powers).