About this mod
Core Rule AC modification, DR is adding just like 3rd version, and More...
核心规则盔甲AC系统调整
- Requirements
- Permissions and credits
- Changelogs
- Donations
Recently,I have started to primarily promote armor settings with the DT(Damage Threshold)feature,which now makes a clear distinction from the version by VitruvianGuar.At the same time,I have retained the Optional file for users who prefer the version with only DR(Damage Reduction),and the compatibility patches have been moved to the Miscellaneous file option.You can choose either the Main file or the Optional file,and they will begin to have separate version number updates.Of course,I may not continue to develop the pure DR version further unless it is particularly necessary.
配套的盾牌大修也发布测试了,Enjoy!
The accompanying comprehensive shield overhaul has also been released for testing.Enjoy!
支持Patch #8
Suppot for Patch #8
Updating log
Fighting AC Overhaul (Complications) Patch AIO 1.5.4.8
Fixed the armor-piercing issue with the rapier.Previously,the additional 1d4 piercing damage would bypass all reactions and directly deal damage to the target,without being calculated together with the extra 1d4 piercing damage.
修复刺剑的护甲穿透问题,之前额外的1d4穿刺会饶过所有的反应先对目标进行伤害。而不会一起结算额外1d4穿刺伤害
Link
https://www.nexusmods.com/baldursgate3/mods/15418
前言(重要前置Mod):
Equipment Library
https://www.nexusmods.com/baldursgate3/mods/2398
作为基础框架做调整
重点:
初版没有用到SE,在目前可以做到的情况下尽量先不用SE
进阶的功能难免会用到SE
本Mod本身是比较“硬核”规则的,甚至涉及到多个数据系统和其他Mod。作者本人认为实现他的难度尚在其次,最花时间的是如何描述清楚,并能准确的将他传达给感兴趣的人,让这件事情变得更为有趣。这个Mod可能远没有达到“完整”的程度,注定会花费你更多的精力和时间来切身参与。可能第一步就是,能让屏幕前的你把下面那么长的内容看完吧?
—— 若能荣幸有交流,更是尤为感谢!
Key Points:
• The initial version does not use SE(Script Extender).We will try to avoid using SE as much as possible under the current circumstances.
• Advanced features will inevitably require the use of SE.
• This Mod itself follows a rather“hardcore”set of rules,even involving multiple data systems and other Mods.The author believes that the difficulty of implementing it is secondary;the most time-consuming part is figuring out how to describe it clearly and accurately convey it to those who are interested,making the whole thing more interesting.This Mod is far from being“complete”and will inevitably require a lot more of your effort and time to get involved.The first step might be to get you,in front of the screen,to read through the lengthy content below.
—If there is an opportunity for communication,that would be even more appreciated!
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Let me know if you need any further adjustments!
主要想法:
引言《博德之门3》继承了《龙与地下城》(D&D)中的护甲机制,其中护甲等级(AC)是一个抽象的概念,既包括躲避攻击的能力,也包括因护甲的防护属性而承受攻击的能力。这种机制在桌面游戏中很方便,但对于电子游戏CRPG来说似乎过于简化了。
描述:
这个模组重新设计了护甲机制,将闪避和防护的概念分开,从而为轻甲、中甲和重甲提供了更具独特性的玩法。
现在,护甲等级(AC)主要代表角色闪避攻击的能力,以及较真来说些许偏斜加值,简单情况可以一律视为闪开攻击的能力(后面有完整定义)。然而,每种护甲类型还获得了物理伤害减免(DR),这代表了它的防护属性以及承受伤害的能力。
定义:*细纠* AC 在此处的概念并非单单仅有躲开攻击的闪避(Dodge)部分,同时具有偏转或者叫偏斜(Deflection)的部分,这里其实可以引导大家参考3R版本的AC组成。所谓的偏斜虽然在概念上也有将一次攻击的能量弹开之意。但本质上和更被动的靠材料或是物理特性“硬”扛有所区别,这硬抗的部分就是我们所谓拆出来的 DR 那一部分。AC 包含的偏斜加值,姑且可以想象成一种主动卸力的行为或技巧,比如,你在战斗中使用甲具中有护手的部分,在闪避的同时利用护手“拨开”了直接的一击劈砍。
- 轻甲提供了最高的护甲等级(AC),但几乎没有伤害减免(DR)。穿戴轻甲的角色要么完全躲避攻击,要么完全承受攻击。许多弱攻击最终会压倒他们,但一两次真正强大的攻击可能会被完全躲避。这种高风险、高回报的策略促使角色拥有高敏捷(Dexterity)属性,并谨慎管理敌人对你攻击时的优势/劣势,同时最好避免成为攻击目标。然而,轻甲在对抗施法者(法术攻击检定)时更具优势,因为当你的移动速度不受阻碍时,躲避法术会更容易。
- 重甲提供了出色的物理伤害减免(DR),但护甲等级(AC)较低,这意味着敌人更容易击中你,但更难对你造成伤害。敏捷(Dexterity)现在对多数重甲的 AC 有+1的加成(除了两套更重的全甲),但大多数情况下这并不重要。穿戴重甲的角色可以轻松对抗一群较弱的敌人,承受他们的攻击,并不太在意与他们攻击检定的优势和劣势。重装甲防护是稳定的,尽管并不完美,他们可能在每场战斗中都会失去一些生命值,这可以通过高体质(Constitution)属性来弥补,而对敏捷的需求则较小。然而,魔法攻击对他们来说是一个更大的挑战,因为护甲无法减免魔法伤害,且更低的 AC 让法术攻击检定更容易命中选择重甲的角色。
- 中甲是安全的折中选择。它具有不错的护甲等级(AC)和物理伤害减免(DR),但没有特别突出的地方。建议中甲角色拥有较高的敏捷(Dexterity)和体质(Constitution)属性。中甲的 AC 受敏捷加成最高为 +3(区别在于中甲的覆盖率不同,若感兴趣可以参考 胸甲 这一项,胸甲是上身躯干部位以重甲的标准着甲,常见于罗马时代的将军或是冠军角斗士 — 力量和敏捷平衡的斗士)。
- 无甲战斗,拥有无甲战斗技能的职业,目前会获得最高 +5 AC(暂定,后面解释思路),因为其当前的实现方式符合“护甲大修”逻辑。这里作为武僧和野蛮人举例,他俩在这套护甲逻辑中其实是有区别的,野蛮人在无甲防御中获得了 +3 无甲AC加值,而武僧获得 +5 AC。但野蛮人同时可以根据体质调整值获得 DR 加值(计算方式相当于,体质调整值的一半向下取整)—— 就此而言野蛮人的AC + DR的机制更接近中甲角色,数值也是参考无甲防御的情况下相对接近防御性能最弱的中甲,介于兽皮和链甲衫之间。
- 衣服(法袍)的穿着默认情况下并不会有任何 AC 及 DR的好处,这让这种被动无甲状态的角色显得特别糟糕。不过,其实这也是刻意的设计,对于拥有轻甲熟练的角色而言区别了受过军训或基础训练的人 vs 纯平民或书生角色的门槛差距。这种差距最大情况下是 AC 少 5,而实际情况其实在 2.5 ~ 3点AC左右。——这就是战斗法师或许会套一件皮甲?对于法师来讲?谁又说不是呢?
由于本盔甲系统和原版游戏数值设计的根本不同,建议除非特别必要,请不要给重甲提供额外 AC 加值,仅提供额外 DR
Here is the translation of the provided text into English:
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Main Idea:
The introduction of Baldur's Gate 3 inherits the armor mechanics from Dungeons&Dragons (D&D),where Armor Class(AC)is an abstract concept that encompasses both the ability to dodge attacks and the ability to withstand attacks due to the protective properties of armor.This mechanism works well in tabletop games but seems overly simplified for a CRPG(Computer Role-Playing Game).
Description:
This mod redesigns the armor mechanics by separating the concepts of dodging and protection,thereby providing more unique gameplay for light,medium,and heavy armors.Now,Armor Class(AC)primarily represents a character's ability to dodge attacks,and more precisely,a slight deflection bonus.In simple terms,it can be uniformly considered as the ability to evade attacks(with a full definition provided later).However,each type of armor also gains Physical Damage Reduction(DR),which represents its protective properties and ability to withstand damage.
Definitions:
The concept of AC here is not merely about dodging attacks but also includes a deflection component.You can refer to the AC composition in the 3.5 Edition for context.Deflection,while conceptually implying the ability to deflect the energy of an attack,is fundamentally different from the more passive,material-based or physically"absorbing"aspect of damage resistance.This latter part is what we've separated out as DR.The deflection bonus included in AC can be imagined as an active technique of dissipating force,such as using the gauntlets of your armor to"parry"a direct strike while dodging in combat.
- Light armor provides the highest Armor Class(AC)but almost no Damage Reduction(DR).Characters wearing light armor either completely dodge attacks or fully take the hits.Many weak attacks will eventually overwhelm them,but one or two truly powerful attacks might be completely evaded.This high-risk,high-reward strategy encourages characters to have a high Dexterity attribute,carefully manage advantage/disadvantage on enemy attacks against them,and ideally avoid being targeted.However,light armor is advantageous against casters(spell attack rolls)because dodging spells is easier when your movement is unencumbered.
- Heavy armor provides excellent Physical Damage Reduction(DR)but has a lower Armor Class(AC),meaning enemies are more likely to hit you but less likely to deal significant damage.Dexterity now grants a+1 bonus to the AC of most heavy armors(except for the two heaviest full plate armors),but this is mostly negligible.Characters in heavy armor can easily face groups of weaker enemies,taking their attacks without much concern for advantage or disadvantage on their attack rolls.Heavy armor provides stable protection,though not perfect.They might lose some health in each battle,which can be compensated by a high Constitution attribute,while the need for Dexterity is minimal.However,magical attacks pose a greater challenge since armor does not reduce magical damage,and the lower AC makes spell attack rolls more likely to hit characters in heavy armor.
- Medium armor is a safe middle ground.It has decent Armor Class(AC)and Physical Damage Reduction(DR)but nothing particularly outstanding.Medium armor characters are advised to have high Dexterity and Constitution attributes.The AC of medium armor is boosted by Dexterity up to+3(the difference lies in the coverage of medium armor;for example,a cuirass,which is a heavy armor standard for the upper torso,is commonly seen on Roman generals or champion gladiators—fighters balanced between strength and agility).
- Unarmored combat,for classes with the Unarmored Defense feature,currently grants a maximum of+5 AC(tentative,with further explanation later)because its current implementation aligns with the"armor overhaul"logic.Taking monks and barbarians as examples,they are actually distinguished in this armor logic.Barbarians gain a+3 Unarmored AC bonus,while monks get+5 AC.However,barbarians also receive a DR bonus based on their Constitution modifier(calculated as half of the Constitution modifier,rounded down).In this sense,the AC+DR mechanism of barbarians is closer to that of medium armor characters,with values also referenced from the weakest defensive medium armor without armor,between hide and chain shirt.
- Clothing(robes) by default does not provide any AC or DR benefits,making characters in this passive unarmored state particularly vulnerable.However,this is a deliberate design to distinguish between characters with light armor proficiency(those with military or basic training)and pure civilians or scholar characters.The maximum difference is an AC of 5,but in reality,it is around 2.5 to 3 points of AC.——Is this why combat mages might wear a leather armor?For mages,who's to say otherwise?
Due to the fundamental differences between this armor system and the original game's numerical design, it is recommended not to provide additional AC bonuses to heavy armor unless absolutely necessary, and instead offer additional DR only
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Let me know if you need any further adjustments or clarifications!
文章(Articles):
新版本,重新设计了Threshold的运作方式,更为简单一些。
https://www.nexusmods.com/baldursgate3/articles/1339
自 1.4版本以上开始 Threshold 采用新的系统运作。DR 被设计为浮动的,比对的是武器伤害系统。更坚实的盔甲拥有更高的DR,比如中甲之中的“鳞甲”可以作为中型甲的典型代表。
鳞甲具有 1d6的 DR,结合 3 点DT。这让他能有效的对抗 1d6 甚至是 1d8伤害的武器。
此套系统对 DR 和DT 的主要定义:
- DR 数据模拟了被甲率-甲胄覆盖程度,之所以是浮动的设计想法和伤害骰是一致的,在物理对抗时当武器伤害确实作用在盔甲上时,DR先发挥了作用。打击在不同部位和诸多不可确定因素的影响下最后减少的伤害并不能确定。我想这会是有趣的博弈。如果伤害连DR都无法穿透,表示这一击只是在盔甲上留下了划痕,角色甚至都没感受到接触。
- DT 数据是模拟制作盔甲的材料影响以及其他诸如结构或是魔法加持,强度数值是相对固定的。当DR没有抵消掉的伤害切实传递到了盔甲之上,这时DT成为了最后的防线。如果剩余伤害能够高过DT阈值,则伤害完全作用于角色否则角色会收到 1 点伤害,表示DT成功当下了最终的伤害
- 之后会更新的破甲系统,所谓的破甲,会在DR的基础上制作,比如DR 1d6 的鳞甲,在遭到轻度(d4)破甲伤害(破甲箭),DR = 1d6-1d4,同样这也是一种复杂情况的博弈。轻度破甲并不一定能完全破坏原来的DR。取决于击中的部位,风向?或是一只处于弹道上的飞鸟?当然可能还有更强力的破甲(d8),和决对破甲减少固定数值的设计--可能这是预言系的法术。
Starting from version 1.4,Threshold has adopted a new system.DR(Damage Reduction)is designed to be a floating value,which is compared with the weapon damage system.The sturdier the armor,the higher the DR.For example,among medium armors,"scale mail"can serve as a typical representative.
Scale mail has a DR of 1d6,combined with 3 points of DT(Damage Threshold).This allows it to effectively counter weapons dealing 1d6 or even 1d8 damage.
The main definitions of DR and DT in this system are as follows:
- DR:This simulates the armor coverage rate,and the idea of it being a floating value is consistent with the damage dice.In physical combat,when weapon damage actually impacts the armor,DR comes into play first.The final damage reduction cannot be determined due to the impact on different parts and many uncertain factors.I think this will be an interesting gamble.If the damage cannot even penetrate the DR,it means that the strike only left a scratch on the armor,and the character didn't even feel the contact.
- DT:This simulates the influence of the materials used to make the armor,as well as other factors such as structure or magical enchantments.The strength value is relatively fixed.When the damage that DR has not canceled out actually reaches the armor,DT becomes the last line of defense.If the remaining damage exceeds the DT threshold,the damage is fully applied to the character.Otherwise,the character will receive 1 point of damage,indicating that DT has successfully absorbed the final damage.
- The upcoming armor-piercing system will be built on top of DR.For example,scale mail with DR 1d6,when subjected to light(d4)armor-piercing damage(such as an armor-piercing arrow),the DR will be 1d6-1d4.This is also a complex gamble.Light armor-piercing damage does not necessarily completely destroy the original DR.It depends on the part hit,the wind direction?Or a bird in flight?Of course,there may also be stronger armor-piercing(d8)and absolute armor-piercing designs that reduce a fixed value—perhaps this is a divination spell.
AnyDice模拟测试案例
AnyDice simulation test case
https://anydice.com/program/3c27e
https://anydice.com/program/3c27a
由于DT经过测试目前无法正常按理想情况工作,所以需要重新调整数值和系统。Threshold版本还要等后续更新
关于数值和设计概念 - 新的DT系统在不用SE的情况下基本没法稳定运作。所以这套方案暂时是无效的
Since DT has been tested and currently cannot work properly as expected,it is necessary to readjust the values and the system.The Threshold version will have to wait for future updates.
Regarding the values and design concept-The new DT system basically cannot operate stably without SE(Scripting Engine).Therefore,this solution is temporarily invalid.
旧的 Threshold 版本的数值设计文档,仅备份留作参考
The value design document for the old Threshold version is only kept as a backup for reference.
https://www.nexusmods.com/baldursgate3/articles/1327
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Threshold Version(Put on hold temporarily)
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**结论 Conclusions**
新的DT系统,个人认为更好理解:Summary:
- 选择盔甲你可以想象成你希望硬抗什么伤害程度的武器,比如1d6,1d8?当然越高效果越好越能让你少受伤害(虽然也看运气),中甲仍旧是更具性价比的选择。
- DT 数值根本上对抗的是虚拟对手除了武器本来伤害之外的 -- 伤害加值,比如,对手的力量调整值+5,和武器附魔+2 获得了7点加值,这时候如果你选择 DT 3的护甲想当于你避免了期中的 3点,而如果你选择的是 DT 5 的甲,那你基本抵消了对手 +5 力量加值带了的优势。
- 对抗重击伤害的情况,重甲的优势明显,而闪避法术攻击必然选择轻甲
The new DT system,in my opinion,is easier to understand:
- Choosing armor can be imagined as deciding what level of weapon damage you want to withstand,such as 1d6 or 1d8.Of course,the higher the better,as it will reduce the damage you take(though luck also plays a role).Medium armor remains a more cost-effective choice.
- The DT value fundamentally counters the damage bonuses from the opponent's virtual attacks,in addition to the weapon's base damage.For example,if the opponent has a+5 strength modifier and a+2 weapon enchantment,resulting in a+7 damage bonus,choosing armor with DT 3 means you avoid 3 of those points.If you choose armor with DT 5,you essentially neutralize the advantage brought by the opponent's+5 strength bonus.
- In the case of critical hit damage,heavy armor has a clear advantage.However,for dodging spell attacks,light armor is the obvious choice.
Requirements and Compatibility:
Armor Overhaul requires Equipment Library for most of its functionality.
It uses
EqLib_LeatherBody_Passive
EqLib_PaddedBody_Passive
EqLib_StuddedBody_Passive
EqLib_ChainShirtBody_Passive
EqLib_ScaleBody_Passive
EqLib_BreastplateBody_Passive
EqLib_HalfPlateBody_Passive
EqLib_RingMailBody_Passive
EqLib_ChainMailBody_Passive
EqLib_SplintBody_Passive
EqLib_PlateBody_Passive
将来 Mod 的升级
Mod 数值合理化,微调配置 Combat Extender 就像 Ajax Presents The Most Comprehensive Combat Extender Config - 敌人的甲胄状况要做切实的调整将盾牌系统完善,初步想法是盾牌视为武器处理,不再提供额外 AC(盾牌对闪避并无帮助),甚至在中、大型盾上还会引起减 AC 的情况出现。盾牌的主要作用是 —— 砸人(主动技能),更主要是通过回合外的反应动作,用来格挡攻击。数值和攻击者的伤害骰做对抗检定,比如一个大型盾牌反应动作成功能,抵挡 4d4的伤害。- 修掉已知问题
- * 在使用SE的情况下,想办法引入“破甲”机制,类似在1~2个回合里让盔甲提供的 DR 部分或 完全 失效(这个一直很纠结方案)
New! 在破甲机制定案之前,实行了我的另一套想法,就是 Damage Threshold简称 DT,就是在给护甲固定的DR点数,往往过于高,而DR又是可以累计的。会导致重甲最终DR过高,必须要破甲才能让系统完整。而DT是,伤害不达到最低限度会全吸收伤害,一旦突破阈值则会全额正常伤害。因此 DT可能是更合适赋予甲胄本身的特性。这里特别感谢 micheallv 同学在第一时间帮我测试并且搞清楚了抗性,DR,DT的工作机制。后续可能会在 DT 上进一步出一个 DT 的版本!
其他mod的关联性(组合系统开发中)
- Grit and Glory third-party supplement Grit & Glory by Apostol Apostolov
推荐对武器系统的平衡修正,非DND。同时我也推荐我在这个mod的基础上,根据新的 AC System做的一些调整。
主要去掉了长剑,长柄刀,长矛,长棍mod作者给的“灵巧”词条,这点我将这类武器,特别是军用武器还是改回了正常状态。
给长柄武器长矛等添加了近战射程,并且变为长型武器,且不能用于双持
调整了一些AC修改机制,让其更能和新的AC系统互动,后续可能继续在补丁基础上整理一下远程武器系列,甚至包括火枪
Compatibility with Other Mods(Combination System Under Development):
- Grit and Glory a third-party supplement created by Apostol Apostolov:
I recommend the balance adjustments to the weapon system;this is not for DND.I also recommend the adjustments I've made based on this mod,tailored to the new AC System.
The primary changes include removing the"finesse"property from longswords,bastard swords,spears,and quarterstaffs,as given by the mod author.I believe these weapons,especially military ones,should be returned to their normal state.
I've added a melee reach to polearms and spears,making them long weapons that cannot be used for two-weapon fighting.
Some AC modification mechanisms have been adjusted to better interact with the new AC system.I may continue to organize the ranged weapon series based on this patch in the future,including firearms.
Future Mod Upgrades:
• Mod Numerical Rationalization and Fine-Tuning:
The mod's numerical values will be rationalized and fine-tuned to ensure balance and fairness in gameplay.
• Combat Extender Configuration:
Similar toAjax Presents The Most Comprehensive Combat Extender Config,the armor conditions of enemies will be adjusted realistically.This will involve making necessary changes to ensure that enemy armor interacts with the combat mechanics in a more believable and challenging manner.
• Shield System Refinement:
The shield system will be overhauled.The initial idea is to treat shields as weapons rather than as additional AC providers(since shields do not inherently aid in dodging).In fact,medium and large shields may even impose an AC penalty.The primary function of shields will be twofold:
• Active Use:Shields can be used to strike opponents as a weapon.
Defensive Reaction:More importantly,shields will be used to block attacks as a reaction outside of a character's turn.The shield's ability to block will be determined by a numerical value that opposes the attacker's damage roll.For example,a successful reaction with a large shield could block up to 4d4 damage.
• Fixing Known Issues:
Armor Penetration Mechanism:When using SE(Script Extender),an"armor penetration"mechanism will be introduced.This will allow certain attacks to temporarily reduce or completely nullify the DR(Damage Reduction)provided by armor for 1–2 rounds.The exact implementation of this feature is still being debated and refined.
• Damage Threshold(New!):
Before finalizing the armor penetration mechanism,I implemented another idea of mine calledDamage Threshold(DT).
The issue with the current system is that assigning fixed DR(Damage Reduction)points to armor often results in excessively high DR values,especially since DR is cumulative.This leads to heavy armor having unrealistically high DR,necessitating an armor penetration mechanism to maintain balance.
In contrast,DTworks such that any damage below a certain threshold is fully absorbed,while damage exceeding the threshold deals its full value.Therefore,DT might be a more suitable characteristic to assign to armor itself.
I would like to specially thank micheallv for testing this idea promptly and helping me understand the mechanics of resistance,DR,and DT.There might be a follow-up version focusing specifically on DT in the future!
已知问题
客制的第三方Armor mod 可能无法正常触发本系统效果,原因是没有支持 Equipment Library 的写法(虽然我知道这个Lib太冷门了)
武器修正相关的暂时也放入AIO补丁,等之后版本稳定了再拆吧,这样效率高也避免了新打包有些玩家不能正常load Pak的诡异bug。已经安装的玩家可以不用移除更新AIO补丁即可。
Known Issues:
Custom third-party Armor mods may not properly trigger the effects of this system because they do not support the Equipment Library(even though I know this library is quite obscure).
For now,the weapon fixes will also be included in the AIO patch.We can split them out once the version stabilizes.This approach is more efficient and avoids the strange bug where some players can't properly load the Pak after repacking.Players who have already installed the patch don't need to remove it;they can just update the AIO patch directly.
建议安装顺序
Installation Order
- Equipment Library
- .....
- ... <other Pak contains Armor>
- ...
- ...
- <other mods>
- ARSENAL OVERHAUL -- Weapon Viability Enhanced
- Vanilla Equipment Overhaul
- Vanilla Armor Overhaul Patch of ARSENAL Weapon Comp
- this pak AC Overhual-Main
- Shield Overhual-Main
- .....
any others for more pak ....- ....
- ....more
- ...
- ...more and more
Weapon Patch in this mod(for ARSENAL) Patch# of this files(Pack in AIO)- Fighting AC Overhaul (Complications) Patch# AIO Pak in this files
- ....
- Complication Framework
对相关法术 & 特性的修改(版本1.1.5.2之后)
“天然”皮肤类 AC 和 DR ——
龙族体魄 | Draconic Resilience
改为提供基础天然AC 变为 12(偏斜 AC),并且所有物理DR -2(略低于鳞片甲的 DR 性能,由于不是全身龙麟);此项 AC 不和同类偏斜 AC 叠加(会覆盖取高),DR 不和野蛮人无甲防御DR叠加(且目前拥有龙皮的野蛮人的DR无法随着体质属性而增长,被固定位天生 -2,龙脉野蛮人要三思);此特性穿戴任何护甲时都会消失(衣服、法袍、魔法护甲除外,下不赘述)
树肤术 | Barkskin
改为提供基础天然AC 变为 11(偏斜AC),并且所有物理DR -2(环甲的偏斜AC性能,但没有环甲的金属特性支撑DR);此项 AC 不和同类偏斜 AC 叠加(会覆盖取高),DR 不和野蛮人无甲防御DR叠加(给无甲野蛮人上树肤DR效果会消失?);此特性穿戴任何*金属*护甲时都会消失—皮甲除外
法师护甲 Mage Armor
改为提供基础“魔法”AC 为15(偏斜+闪避AC),并且和原版效果相同,视为目标传了一件毫无重量的皮甲(基础AC 15 闪避+偏斜),但一但穿上任何护甲(衣服不算)法术效果就会立刻消失。法甲可以给野蛮人提供额外AC(补齐到 AC 15),龙族体魄(无甲),并且穿着法甲视为“无甲”状态。
剑刃防护|Blade Ward
从原来的5e给全物理抗性的效果,改为了5r(PHB2024)的效果。事实上原来这个戏法居然和石肤术有相近的效果确实很诡异。所以目前对5r的理解和这套AC系统感觉是契合的。在此法术结束前,每当有生物对你发动攻击检定,该生物的该次攻击检定都将承受1d4减值。新5r效果法术需要专注,持续时间 10回合。用反应实现(和光明领域牧师的 守御之光 Warding Flare 很像)
石肤术 | Stone Skin
将5E的石肤术改为对魔法和非魔法武器都具有抗性,遵从PHB 2024。
Changes to Related Spells&Features(after version 1.1.5.2)
Natural Skin-based AC and DR:
Draconic Resilience
- The base natural AC is now 12(Deflection AC),and all physical DR is-2(slightly lower than the DR performance of scale mail,since it is not full-body dragon scales).
- This AC does not stack with other deflection ACs of the same type(it will override and take the higher value).
- The DR does not stack with the barbarian's unarmored defense DR(currently,barbarians with dragon scales cannot increase their DR based on Constitution;it is fixed at-2).Draconic barbarians should think twice about this.
- This feature disappears when wearing any armor(except robes,cloaks,or magical armors,which are not detailed further).
Barkskin
- The base natural AC is now 11(Deflection AC),and all physical DR is-2(similar to the deflection AC performance of ring mail,but without the metal properties to support DR).
- This AC does not stack with other deflection ACs of the same type(it will override and take the higher value).
- The DR does not stack with the barbarian's unarmored defense DR(will the DR effect disappear for unarmored barbarians with Barkskin?).
- This feature disappears when wearing anymetalarmor—leather armor is excluded.
Mage Armor
- The base"magical"AC is now 15(Deflection+Dodge AC),and it functions similarly to the original effect,as if the target is wearing a weightless leather armor(base AC 15 with Dodge+Deflection).
- However,the spell effect will immediately disappear if any armor is worn(clothes do not count).
- Mage Armor can provide additional AC to barbarians(up to AC 15),works with Draconic Resilience(unarmored),and wearing Mage Armor is considered an"unarmored"state.
Blade Ward
- The original 5e version of this cantrip provided resistance to all physical damage,which was oddly similar to the effect of Stone Skin.This similarity seemed quite strange.
- The current version has been updated to align with the 5r(PHB2024) ruleset,which feels more compatible with this AC Overhaul system(nice).
- Until the spell ends,whenever a creature makes an attack roll against you,the attack roll will suffer a -1d4 penalty.
- The new 5r version of this spell requires concentration and lasts for 10 rounds.It is implemented as a reaction(similar to the Warding Flare of the Light Domain cleric).
Stone Skin
- The 5E version ofStone Skinhas been modified to provide resistance against both magical and non-magical weapons,in accordance with the PHB 2024.
兼容补丁(列表):
Compatibility Patches(List):
之后一些法术的修改将直接放到兼容补丁,而不再改主mod。算是给大家保留一些选择吧,后续法术修改应该会更加谨慎,尤其是和本系统无关的法术。
Subsequent modifications to some spells will be directly placed into the compatibility patches instead of altering the main mod.This is to preserve some choices for everyone.Future spell modifications will likely be more cautious,especially for spells that are unrelated to this system.
下面列表中提及的,说明在 Optional File 的 Fighting AC Overhaul (Complications) Patch AIO,这个包里已经进行了修正
The items mentioned in the list below have already been modified in the Fighting AC Overhaul (Complications) Patch AIO located in the Optional File.
For Armors:
==========================================================================
惊奇发现大修是完全可以兼容这套体系的!作者居然偷偷Follow了 Equipment Library
I was pleasantly surprised to find that the overhaul is fully compatible with this system!The author actually quietly followed the Equipment Library.
Vanilla Armor Overhaul (Recommanded,and thanks the Author,nice)
===========================================================================
Elven Weaponry - Rogue
Moonlight Armor for Selunite Shadowheart
Phalar Aluve and the Moonsong ensemble of Eilistraee
Armoury - Equipment of the Githyanki Commanders
===========================================================================
Fade's Equipment - SE version is no complication problem, just for version no SE
Fade's Equipment Distribution (FED)
Song and Steel - Bard Equipment
Pact and Power - Warlock Equipment
Faith and Fortitude - Cleric Equipment
Might and Metal - Fighter Equipment
Veil and Venom - Rogue Equipment
Beast and Bow - Ranger Equipment
Grove and Growl - Druid Equipment
Gifts of the Absolute
Oath and Order - Paladin Equipment New!
There is no"armor"(light,medium,or heavy) blow,hence no modifications are needed for compatibility.
Unarmed and Upgraded - Monk Equipment
Rage and Resilience - Barbarian Equipment
Wands and Weave - Wizard Equipment
Chaos and Control - Sorcerer Equipment
=============================================================================
CX of AJax Mentione
Lathander's Armory
Immersive Gear
Helm's Armory New!
Better Poison Equipment no Armor in the Pak,so is compatibled
The Berserker Set no Armor in the Pak,so is compatibled
Degreaser 2.0 - new equipment and creature rebalances New!
=============================================================================
由于原版甲胄设计的比较“脱离模板”,兼容补丁重制了AC和甲胄种类的部分(尽量保留原作者其他的设计)
Due to the original armor design being relatively"divergent from the template,"the compatibility patch has remade parts of the AC and armor types(while trying to preserve other designs by the original author as much as possible).
Doom plate armor (from Lineage 2)
ArmorType Modified from Plate to Half-Plate, from Heavy to Medium Armor and AC, Cap modifications...
Added support for shields.
=============================================================================
For Shields fix:
这个为了兼容契合新的 AC系统,做了大量相应的修改
A large number of compatibility modifications have been made based on the original author's ideas.
The Inconstant Moon - Shar and Selune Cleric Gear - Armor - Shields
Extra Shields (Updated)
Ancient Mega Pack + REL (random loot)
tips:AMP 盾牌兼容支持,由于内容比较多还没做全,AMP目前只在 Mod.io 发布
Tips:AMP shield compatibility is supported.Due to the large amount of content,it is not fully implemented yet.AMP is currently only released on Mod.io.
兼容Mod的补丁都会集成到Patch_Fighting Overhaul Items Patch Pak它就在Optional 的文件里
Patches for compatible mods will all be integrated into the Patch_Fighting Overhaul Items Patch Pak, which is located in the Optional folder.
- 关于如何兼容?
2.由于本Mod是一套相对比较复杂的系统,有空我会更新文档更详细的说明如何做兼容,各位也可以尝试自己动手,又或者有人愿意直接支持原本Armor引入这套方案。
Q: Regarding Compatibility
A:
1. If there is a particular piece of equipment you really want to use that is incompatible with this Mod, you can request compatibility in the bug section or leave a message. However, my time is limited, and I may not be able to support requests that are too complex or niche (please wait), and I hope you understand.
2. Since this Mod is a relatively complex system, I will update the documentation with more detailed instructions on how to achieve compatibility when I have time. You can also try to do it yourself, or perhaps someone would be willing to directly integrate this solution into the original Armor overhaul.
关于装备兼容的重要备注:其实客制装甲不支持此套系统的最大原因是,没有遵循 Equipment Library 这个库里的继承方式。主要核心问题在
Important Note on Equipment Compatibility:The primary reason custom armors do not support this system is that they do not follow the inheritance methods in the Equipment Library. The main core issue lies in...data "PassivesOnEquip"
在写这条的时候,没有按照Library提供的那样去“描述”盔甲的类型,比如:
When writing this, the armor type was not “described” according to what the Library provides, for example:data "PassivesOnEquip" "EqLib_HideBody_Passive;EqLib_MediumBody_Passive;ARM_Balance_1_Passive"
上面增加了,这是一套兽皮甲,且他是中甲的,一旦着甲,所有功能会变得正常。而如果你不使用本Pak,也不会有其他的影响。一切和原版一样,所以其实如果可以还是建议按照 EaLib的方式客制Armor的装备。
The above addition specifies that this is a set of Hide Armor,and it is classified as Medium Armor.Once equipped,all functionalities will work as intended.If you do not use this Pak,there will be no other impact.Everything remains the same as the original.Therefore,it is still recommended to customize armor equipment following the EaLib method if possible.
还有“逻辑上”的数值兼容性
不要轻易的给高 DR 的中甲和重甲 AC 加值,这会导致大家还是只会选择性价比爆表的重甲。而中甲在这套系统里已经是颇具性价比的了,需要考虑平衡。
There is also the issue of"logical"numerical compatibility.
Do not casually increase the AC of medium or heavy armors with high Damage Reduction(DR),as this will lead to everyone still choosing the extremely cost-effective heavy armor.Medium armor is already quite cost-effective in this system and requires consideration for balance.
总结 & 感谢
本 mod 为核心规则向,非Dnd规则的一次大胆尝试,希望能给大家带来不同的玩法和更多Modder的乐趣。
本mod使用前置 Equipment Library,并大量参考 VitruvianGuar 的Overhaul系列Mod,比较遗憾的是原作者不再进行更新了。
感谢原作者
This mod is core rules-oriented and represents a bold attempt to deviate from the traditional DnD ruleset,aiming to offer a different gameplay experience and more enjoyment for modders.
The mod utilizes the Equipment Library and extensively references the Overhaul series by VitruvianGuar.It is a pity that the original author no longer updates it.
Thank you to the original author.