Well, I got to thinking about what AC was exactly, and realized it was armor. No surprise there. The way armor currently functions in the mud is difficulty to hit you.
Now then, I'd like anyone to put on a suit of plate and claim that they can avoid attacks better when in it then when out of it. Or chain, or hard leather armor, for that matter.
So we talked a bit about this, and came up with the following...don't kill me, it's just a suggestion.
Armor is designed to keep you alive. It is a barrier around the person that takes hits for you. So, what I was thinking is this: Can we change armor so that instead of an evasion bonus it becomes straight damage reduction? The ratio would need a lot of tweaking, but 1/2 your AC is subtracted from all hits' damage rolls seems okay in my mind. This reflects the fact that the dwarf in full Clanghammer plate can be hit with a jackhammer while he laughs, whereas the kender in light leather (for dex bonuses, hit roll, whatever) takes significantly more damage, and the elf in flames takes full damage and is quite squishy against physical damage (as most flaming gear gives saves, not ac).
I'd also like a penalty to dodge and parry when your AC is high, as it would restrict mobility, and give bonuses to the kender in light leather and the human in magical pajamas over the dwarf in plate to make up for the dwarf's seeming ignorance that he's getting hit.
This might even mean that we could remove the ac cap, and let the avatars who go out of their way to get -2000 ac have a bone for doing so.
Sure, it would make high-end hero mobs and avatar challenge mobs harder since their ac ramps on a scary scale, but I've heard of the hit/dam on hero and avatar equipment, and don't most avatars complain about being bored?
