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General Tabletop Discussion
*Pathfinder & Starfinder
Armor Damage Reduction, Defense
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<blockquote data-quote="Thorvald Kviksverd" data-source="post: 258158" data-attributes="member: 1495"><p>Here's something I'm in the middle of developing for my Basic D&D campaign--you may, or may not, be able to mine it for ideas in 3e...</p><p></p><p><span style="color: red">Weapon damage varies by armour type.</span></p><p></p><p>Bladed weapons (ex. swords) score full damage versus unarmoured and lightly rmoured foes. While their damage die is reduced 1 step (i.e. d8->d6) vs medium armours, and 2 steps vs heavy.</p><p></p><p>Chopping weapons (ex. axes) score full damage vs all armours save heavy--against the latter they have their damage reduced by 2 steps. Chopping weapons are slower than blades.</p><p></p><p>Metal crushing weapons (ex. maces) score full damage vs all armours, but are slower than both swords and axes.</p><p></p><p>Here are a few sample values that I will probably end up using...</p><p></p><p><span style="color: red">WEAPON: NONE / LIGHT / MEDIUM / HEAVY / INITIATIVE</span></p><p><span style="color: red"></span></p><p><span style="color: red">Broadsword: d8 / d8 / d6 / d4 / fast</span></p><p><span style="color: red"></span></p><p><span style="color: red">Axe: d8 / d8 / d8 / d4 / average</span></p><p><span style="color: red"></span></p><p><span style="color: red">Mace: d6 / d6 / d6 / d6 / slow</span></p><p></p><p>Tiny versions reduce damage by 2 steps, and increase speed by 2 (to a max of fast).</p><p></p><p>Small versions reduce damage by 1 step, and increase speed by 1 (to a max of fast).</p><p></p><p>Hand-and-a-half versions used one-handed reduce speed by 1 step--when used two-handed they instead increase damage by 1 step.</p><p></p><p>Large versions increase damage by 2 steps, and lower speed by 1.</p><p></p><p>Wooden crushing weapons are treated as the metal equivalent, but do 1 step less damage and are 1 step faster (to a max of fast).</p></blockquote><p></p>
[QUOTE="Thorvald Kviksverd, post: 258158, member: 1495"] Here's something I'm in the middle of developing for my Basic D&D campaign--you may, or may not, be able to mine it for ideas in 3e... [color=red]Weapon damage varies by armour type.[/color] Bladed weapons (ex. swords) score full damage versus unarmoured and lightly rmoured foes. While their damage die is reduced 1 step (i.e. d8->d6) vs medium armours, and 2 steps vs heavy. Chopping weapons (ex. axes) score full damage vs all armours save heavy--against the latter they have their damage reduced by 2 steps. Chopping weapons are slower than blades. Metal crushing weapons (ex. maces) score full damage vs all armours, but are slower than both swords and axes. Here are a few sample values that I will probably end up using... [color=red]WEAPON: NONE / LIGHT / MEDIUM / HEAVY / INITIATIVE Broadsword: d8 / d8 / d6 / d4 / fast Axe: d8 / d8 / d8 / d4 / average Mace: d6 / d6 / d6 / d6 / slow[/color] Tiny versions reduce damage by 2 steps, and increase speed by 2 (to a max of fast). Small versions reduce damage by 1 step, and increase speed by 1 (to a max of fast). Hand-and-a-half versions used one-handed reduce speed by 1 step--when used two-handed they instead increase damage by 1 step. Large versions increase damage by 2 steps, and lower speed by 1. Wooden crushing weapons are treated as the metal equivalent, but do 1 step less damage and are 1 step faster (to a max of fast). [/QUOTE]
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