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General Tabletop Discussion
*Dungeons & Dragons
Armor absorbing Damages
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<blockquote data-quote="orangefruitbat" data-source="post: 64617" data-attributes="member: 3013"><p>I posted some modified combat rules a couple of days back hoping for comments. I didn’t receive any, mostly I think because the post was really long and the most-interesting parts were buried. <a href="http://www.enworld.org/messageboards/showthread.php?threadid=4429" target="_blank">http://www.enworld.org/messageboards/showthread.php?threadid=4429</a></p><p></p><p>The problem was how to make armor absorb damage (like the grim and gritty rules), but not require major changes to various game stats (weapon damage vs spell damage, etc), since I want to use these new rules in a regular game. I’m also trying not to overly complicate and slow things down, though my love for rules-building sometimes gets the better of me.</p><p></p><p>The game would use a defense system much like Star Wars. However, armor bonuses would absorb damage on a 1 for 1 basis (shields would add to your defense, not armor). But now, some weapons are totally useless against armor, and everyone wants the full plate.</p><p></p><p>My idea was that weapons would have an armor piercing value equal to their critical multiplier. So an arrow (3x critical) would ignore the first 3 points of armor. The problem with this change is now, light armors are completely useless (padded and leather provide no protection whatsoever). </p><p></p><p>To solve this new problem, I figured the armor piercing value would only be used if the attack roll was an EVEN number. This way, even light armors provided protection some of the time.</p><p></p><p>Anyways, that was my idea. The rest of my earlier post deals with logical extensions (such as how to deal with natural armor, interaction with damage reduction, etc). I’d really love some feedback, suggestions or alternate ideas about how to get a viable damage reduction system in DnD. I don’t want to have to wait for DnD Modern.</p></blockquote><p></p>
[QUOTE="orangefruitbat, post: 64617, member: 3013"] I posted some modified combat rules a couple of days back hoping for comments. I didn’t receive any, mostly I think because the post was really long and the most-interesting parts were buried. [url]http://www.enworld.org/messageboards/showthread.php?threadid=4429[/url] The problem was how to make armor absorb damage (like the grim and gritty rules), but not require major changes to various game stats (weapon damage vs spell damage, etc), since I want to use these new rules in a regular game. I’m also trying not to overly complicate and slow things down, though my love for rules-building sometimes gets the better of me. The game would use a defense system much like Star Wars. However, armor bonuses would absorb damage on a 1 for 1 basis (shields would add to your defense, not armor). But now, some weapons are totally useless against armor, and everyone wants the full plate. My idea was that weapons would have an armor piercing value equal to their critical multiplier. So an arrow (3x critical) would ignore the first 3 points of armor. The problem with this change is now, light armors are completely useless (padded and leather provide no protection whatsoever). To solve this new problem, I figured the armor piercing value would only be used if the attack roll was an EVEN number. This way, even light armors provided protection some of the time. Anyways, that was my idea. The rest of my earlier post deals with logical extensions (such as how to deal with natural armor, interaction with damage reduction, etc). I’d really love some feedback, suggestions or alternate ideas about how to get a viable damage reduction system in DnD. I don’t want to have to wait for DnD Modern. [/QUOTE]
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