Hey,
I can buy the concept that better armor class is achieved with heavier armor -- that with more protection, blows that would have hurt you would simply glance off that inch of steel on your chest. This would roughly equate to someone who is very agile, and avoids the blows altogether. Thus, both high dexterity and good armor grant good armor class.
However, I've always been bothered by the animation in CRPGs for the equivalence. Avoiding being hurt by the enemy due to armor class has always showed the character dexterously moving to the side, or taking a step back, or otherwise dodging the attack altogether. Fallout and ToEE are two games that use this technique. The IE games seem to have done away with feedback for missed blows altogether, probably because it doesn't work so well in realtime. But I find it odd to see some guy in heavy plate mail casually sidestepping to avoid a dagger strike -- by the line of reasoning outlined above, shouldn't the dagger have glanced off the armor without the wearer actively dodging the blow? In comparison, it's more illogical that my character looks like she dodges more frequently after donning 50 pounds of steel.
I was wondering what people here think about that. . . I guess with the underlying DnD ruleset, it makes little sense to do it any other way, except perhaps removing such feedback to the user altogether, which I would definitely prefer less.
I can buy the concept that better armor class is achieved with heavier armor -- that with more protection, blows that would have hurt you would simply glance off that inch of steel on your chest. This would roughly equate to someone who is very agile, and avoids the blows altogether. Thus, both high dexterity and good armor grant good armor class.
However, I've always been bothered by the animation in CRPGs for the equivalence. Avoiding being hurt by the enemy due to armor class has always showed the character dexterously moving to the side, or taking a step back, or otherwise dodging the attack altogether. Fallout and ToEE are two games that use this technique. The IE games seem to have done away with feedback for missed blows altogether, probably because it doesn't work so well in realtime. But I find it odd to see some guy in heavy plate mail casually sidestepping to avoid a dagger strike -- by the line of reasoning outlined above, shouldn't the dagger have glanced off the armor without the wearer actively dodging the blow? In comparison, it's more illogical that my character looks like she dodges more frequently after donning 50 pounds of steel.
I was wondering what people here think about that. . . I guess with the underlying DnD ruleset, it makes little sense to do it any other way, except perhaps removing such feedback to the user altogether, which I would definitely prefer less.