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Community
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*Pathfinder & Starfinder
Sundering Armor Mechanic
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<blockquote data-quote="Sir Brennen" data-source="post: 2742064" data-attributes="member: 553"><p>Yep. Exactly...</p><p></p><p>I actually use armor sundering in my own game, but as a possible fumble result, not something a character tries to do on purpose. I have similar results for shield, weapon or carried item. Feats like Improved Sunder, however, don't appy to these results.</p><p></p><p>You might have the sunder armor happen occassionaly as part of a critical result: a confirmation roll which falls in the original threat range, for example. Have the armor take (damage x [Crit Multiplier -1]), with the target taking normal crit damage.</p><p></p><p><strong>Example:</strong> A fighter with a sword doing 1d8+4 damage and crit multiplier x2 rolls a crit threat (natural 19-20). If he rolls a natural 19 or 20 on the confirmation roll, 1d8+4 damage goes to the armor, and 2d8+8 goes to the target (the first 1d8+4 could and probably should just use the same die that was rolled against the armor.) </p><p></p><p>A battleaxe (crit x3) in the above example would do 2d8+8 to armor and 3d8+12 to the target. (Again, apply the first 2d8 to both armor and target, and roll another 1d8 for the target.) Can'tcha just see that axe biting into someone's breastplate? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>You could also have weapon or shield receive the sundering damage instead - character's option or roll randomly.</p><p></p><p>Going this route, you could probably just have every 5 points of damage reduce AC, rather than having to take it negative, since it will occur far less frequently.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 2742064, member: 553"] Yep. Exactly... I actually use armor sundering in my own game, but as a possible fumble result, not something a character tries to do on purpose. I have similar results for shield, weapon or carried item. Feats like Improved Sunder, however, don't appy to these results. You might have the sunder armor happen occassionaly as part of a critical result: a confirmation roll which falls in the original threat range, for example. Have the armor take (damage x [Crit Multiplier -1]), with the target taking normal crit damage. [b]Example:[/b] A fighter with a sword doing 1d8+4 damage and crit multiplier x2 rolls a crit threat (natural 19-20). If he rolls a natural 19 or 20 on the confirmation roll, 1d8+4 damage goes to the armor, and 2d8+8 goes to the target (the first 1d8+4 could and probably should just use the same die that was rolled against the armor.) A battleaxe (crit x3) in the above example would do 2d8+8 to armor and 3d8+12 to the target. (Again, apply the first 2d8 to both armor and target, and roll another 1d8 for the target.) Can'tcha just see that axe biting into someone's breastplate? :) You could also have weapon or shield receive the sundering damage instead - character's option or roll randomly. Going this route, you could probably just have every 5 points of damage reduce AC, rather than having to take it negative, since it will occur far less frequently. [/QUOTE]
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