Then armor needs to provide enough DR that those who pick "I wear armor" aren't being punished for it, and those who for whatever reason don't pick armor need something to avoid just being too weak.
Since everyone in the game has "needs to survive combat" on their list of "needed abilities", we need to deal with this.
Having some classes be horribly weak at combat is a terrible idea. All classes need to be able to survive combat (including "avoid being targeted to begin with") roughly equally well. The details of what they do for this can vary. But the end result of "how hard is it to take the wizard out" needs to be roughly even with "how hard it is to take the barbarian out".
Similarly, both need to be able to feel useful outside of combat, at least some of the time, too.
http://www.tgdmb.com/viewtopic.php?t=1801On that note, when we get around to it, see the above.
"The idea that being awesome in combat makes you useless outside of combat is just trading off when you sleep through the session." - me.
Now, if everyone has a 50-50 split of "total focus" and "total obliviousness" (or 70-30 or whatever), that would work.
Sort of. In theory. In practice, we want no one falling asleep during the session.
And there's
no reason that being awesome in combat means you need to be useless outside of combat
except to balance people who are the other way around.Since I don't see anyone in favor of making the rogue suck balls in combat to make up for the fact he's one of the useful classes outside of combat, the fighter should not suck balls outside of combat to "make up" for the fact he's one of the classes that will be useful in combat.
Everyone should be useful in combat, damnit.