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I love D&D but AC is dumb and I hate using it

Allow me to walk you through two mirrored scenarios. 

In one, a halfling monk is exploring a dungeon, in another, a half-orc paladin is exploring an identical dungeon labyrinth. Now imagine that in both scenarios, our heroes are forced to avoid damage from an unexpected skeleton. Despite being different classes, despite being of different species, despite one being huge and the other small, and despite one attempting to dodge the attack while the other attempts to tank it on armor...they both use the same stat for their rolls...AC.

But Armor Class doesn't make sense for a monk. I've seen some adventures change AC to mean Attack Chance or Action Critical stat, but it still doesn't feel right. I think that this may be due to the low overlap in TTRPG makers and people who have been in IRL fights. That's good, don't get into fights, but it makes the dice roll immersion-breaking. 

That's why the gameplay systems I create use different rolls and stats for armor and avoiding damage. If you wear more armor, it's harder to dodge attacks. But if you have that armor, then you have more chances to shrug the damage off. 

For example - I use d6s for attacks, defense, skill checks, and so on. So if you have armor, then you roll more d6s, which blocks incoming damage when you roll well enough. I like to leave every encounter somewhat up to chance and avoid flat damage incoming or deflection so that every move feels dangerous. On the other hand, if you avoid wearing armor but put a lot of skill into agility or finesse or dexterity, whatever that gameplay format calls it, you can roll more dice to get out of the way. Hitting and avoiding becomes a stat roll-off like how in real life, both attacker and defender are constantly using their IRL skills to avoid damage and inflict more onto their opponent. I think this is a PEAK system, and I'm surprised someone else hasn't already invented a mainstream way to dungeon crawl with stats like this. 


So yeah...I hate AC. 


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