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Armor as Damage Reduction
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<blockquote data-quote="gorice" data-source="post: 8799500" data-attributes="member: 7032863"><p>That sounds like exactly the sort of thing I <em>do</em> want in my games! Players actually engaging with the fiction rather than rolling dice until numbers go down. Naturally, you can't do this in a system with big HP pools like D&D, as others have said.</p><p></p><p>I'm actually working on a system in which I use armour as DR, plus hit locations and other special stuff on criticals (a bit like special effects in Mythras). The idea being that, if you want to get past your enemy's armour, it's wise to try and get some kind of attack bonus from positioning that you can leverage into a critical hit. It's working pretty well so far, though it needs more testing.</p><p></p><p>[edit] Also, since I don't think anyone's mentioned it yet: Lancer uses armour as DR and it works really well. In that case, HP and damage are pretty strictly bounded, and there are no hit locations. It gives things an interesting flavour: if you put your points into your agility stat, you move quickly and are hard to hit, but you tend to get shut down hard when you are hit or grappled. If you put points into 'hull', you're good at breaking out of grapples, can take lots of hits, and benefit from taking a slow, heavily-armoured mech -- but you will get hit and grappled a lot.</p></blockquote><p></p>
[QUOTE="gorice, post: 8799500, member: 7032863"] That sounds like exactly the sort of thing I [I]do[/I] want in my games! Players actually engaging with the fiction rather than rolling dice until numbers go down. Naturally, you can't do this in a system with big HP pools like D&D, as others have said. I'm actually working on a system in which I use armour as DR, plus hit locations and other special stuff on criticals (a bit like special effects in Mythras). The idea being that, if you want to get past your enemy's armour, it's wise to try and get some kind of attack bonus from positioning that you can leverage into a critical hit. It's working pretty well so far, though it needs more testing. [edit] Also, since I don't think anyone's mentioned it yet: Lancer uses armour as DR and it works really well. In that case, HP and damage are pretty strictly bounded, and there are no hit locations. It gives things an interesting flavour: if you put your points into your agility stat, you move quickly and are hard to hit, but you tend to get shut down hard when you are hit or grappled. If you put points into 'hull', you're good at breaking out of grapples, can take lots of hits, and benefit from taking a slow, heavily-armoured mech -- but you will get hit and grappled a lot. [/QUOTE]
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