TL;DR: For a limited-hp sword-and-sorcery people-are-monsters monters-are-rare kind of game, do you think that giving armor Damage Resistance (against physical damage from non-magical weapons) while keeping around half ac value, is a worthy compromise instead of trying to write up an Armor as DR sub-system? Note: There's no barbarian class, and it's a very light-on-magic-items kind of setting.
Long version
I've been digging a lot recently after what people did with armor as DR rules, and I came to this topic (/forum/showthread.php?396602-Another-quot-Armour-as-DR-quot-Thread-%28sort-of%29) where some math geniuses realized that 1 point of ac over 10 is more or less like a 5% reduction in overall damage. The claim was also disputed, but the claim gave the OP an idea of giving light armor light resistance, medium resistance and heavy armor, you guessed right, heavy resistance (25%, 50%, 75%) instead of flat DR values. Some blokes pointed that this idea is a little complicated, and I agree with that: damage resistance is a great rule, halving or doubling is easy to do and after years of dr/whatever I can it on the fly. 25%-75% is harder, but flat DR isn't the rule I'm looking for.
I'm designing a little hack on 5e for my current sword and sorcery dark fantasy campaign. Back on 3.5 my group had some fun with Grim 'n Gritty rules, and that's the level I'm aiming at. My idea is to tie serious wounds to the death and dismemberment rules and to the exhaustion track since I think it works great to emulate SAGA edition's condition track. On one hand, since there is so little hp (both for characters and monsters) there needs to be some kind of damage soaking, but on the other hand I really don't want to bring back damage reduction.
People try to give different levels of DR to different pieces of armor; heavier soaks more damage than lighter one does. But what if intead of using "DR in place of AC", I went to another route and wearing any armor gave you damage resistance against P/S/B from non-magical weapon, while also giving smaller AC bonuses?
This way while the the Damage Soaking part is the same for all armor -for the sake of simplicity and to use an easy mechanic already in place-, the Damage Avoidance keeps being different, and heavier armor helps you defend better.
There are some additional layers to this system, of course, like damage from siege weapons, huge creatures and dragonfire is considered Siege and ignores resistance against non-magical weapons; there are ways to bypass this damage resistance from armor, like critical hits, and some other details, BUT I won't bore you guys to death with all that. What I ask you guys is this:
Do you think that giving armor Damage Resistance (against physical damage from non-magical weapons) while keeping around half ac value, is a worthy compromise instead of trying to write up an Armor as DR sub-system?
Long version
I've been digging a lot recently after what people did with armor as DR rules, and I came to this topic (/forum/showthread.php?396602-Another-quot-Armour-as-DR-quot-Thread-%28sort-of%29) where some math geniuses realized that 1 point of ac over 10 is more or less like a 5% reduction in overall damage. The claim was also disputed, but the claim gave the OP an idea of giving light armor light resistance, medium resistance and heavy armor, you guessed right, heavy resistance (25%, 50%, 75%) instead of flat DR values. Some blokes pointed that this idea is a little complicated, and I agree with that: damage resistance is a great rule, halving or doubling is easy to do and after years of dr/whatever I can it on the fly. 25%-75% is harder, but flat DR isn't the rule I'm looking for.
I'm designing a little hack on 5e for my current sword and sorcery dark fantasy campaign. Back on 3.5 my group had some fun with Grim 'n Gritty rules, and that's the level I'm aiming at. My idea is to tie serious wounds to the death and dismemberment rules and to the exhaustion track since I think it works great to emulate SAGA edition's condition track. On one hand, since there is so little hp (both for characters and monsters) there needs to be some kind of damage soaking, but on the other hand I really don't want to bring back damage reduction.
People try to give different levels of DR to different pieces of armor; heavier soaks more damage than lighter one does. But what if intead of using "DR in place of AC", I went to another route and wearing any armor gave you damage resistance against P/S/B from non-magical weapon, while also giving smaller AC bonuses?
This way while the the Damage Soaking part is the same for all armor -for the sake of simplicity and to use an easy mechanic already in place-, the Damage Avoidance keeps being different, and heavier armor helps you defend better.
There are some additional layers to this system, of course, like damage from siege weapons, huge creatures and dragonfire is considered Siege and ignores resistance against non-magical weapons; there are ways to bypass this damage resistance from armor, like critical hits, and some other details, BUT I won't bore you guys to death with all that. What I ask you guys is this:
Do you think that giving armor Damage Resistance (against physical damage from non-magical weapons) while keeping around half ac value, is a worthy compromise instead of trying to write up an Armor as DR sub-system?