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Armor absorbing Damages
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<blockquote data-quote="orangefruitbat" data-source="post: 66628" data-attributes="member: 3013"><p>Thanks for all the comments. It’s good to see similar ideas from fellow great minds.</p><p></p><p>Upper-Krust</p><p>I’d been avoiding the Worshiper_point thread, due to its extreme length. Maybe I should give it a try.</p><p>I’m not so sure that simply doubling the penetration value of piercing weapons is a good idea. That would make a rapier more dangerous to an opponent in plate than a 2-handed axe. Using the critical multiplier provides a nice distinction between heavy-hitting weapons (axes, spears, picks, arrows), and precise weapons (swords, daggers).</p><p></p><p>Malin</p><p>I like that idea of splitting armor between deflection and protection – it provides for decent protection without making characters invulnerable. I’d have to eliminate my armor penetration values for weapons (which I’m rather partially to), otherwise even heavy armor would be virtually useless.</p><p>How accurate is the notion that someone in plate would be hurt by the average sword blow? Does armor give away like tinfoil, or does it provide significant protection that is hard to overcome? How many blows did it normally take to bring someone down? If we had a good baseline, then we could model our armor values better.</p><p></p><p>Monkeyboy.</p><p>There’s a lot of things I love about Warhammer FRP, particularly the elegant way it does hit locations and its critical hits table. In fact, I plan to use a modified version of the criticals table for characters who drop below 0 hp (rather than just go unconscious).</p><p></p><p>Unfortunately, I don’t really like their armor system. Armor is of little importance relative to Toughness (aka, the naked dwarf syndrome). Furthermore, since armor only gives you 0/1, 1, or 2 pts of coverage, it’s hard to model all the different armors in DnD.</p><p>I also don’t want to have to roll for armor protection. Rolling for armor protection provides variability in coverage (good), but adds another roll, slowing down combat (bad).</p><p></p><p>I'm now also trying to make my house rules modular. That's why I want to separate damage/armor rules from wound tables, etc. My first post didn't do a good job of that.</p></blockquote><p></p>
[QUOTE="orangefruitbat, post: 66628, member: 3013"] Thanks for all the comments. It’s good to see similar ideas from fellow great minds. Upper-Krust I’d been avoiding the Worshiper_point thread, due to its extreme length. Maybe I should give it a try. I’m not so sure that simply doubling the penetration value of piercing weapons is a good idea. That would make a rapier more dangerous to an opponent in plate than a 2-handed axe. Using the critical multiplier provides a nice distinction between heavy-hitting weapons (axes, spears, picks, arrows), and precise weapons (swords, daggers). Malin I like that idea of splitting armor between deflection and protection – it provides for decent protection without making characters invulnerable. I’d have to eliminate my armor penetration values for weapons (which I’m rather partially to), otherwise even heavy armor would be virtually useless. How accurate is the notion that someone in plate would be hurt by the average sword blow? Does armor give away like tinfoil, or does it provide significant protection that is hard to overcome? How many blows did it normally take to bring someone down? If we had a good baseline, then we could model our armor values better. Monkeyboy. There’s a lot of things I love about Warhammer FRP, particularly the elegant way it does hit locations and its critical hits table. In fact, I plan to use a modified version of the criticals table for characters who drop below 0 hp (rather than just go unconscious). Unfortunately, I don’t really like their armor system. Armor is of little importance relative to Toughness (aka, the naked dwarf syndrome). Furthermore, since armor only gives you 0/1, 1, or 2 pts of coverage, it’s hard to model all the different armors in DnD. I also don’t want to have to roll for armor protection. Rolling for armor protection provides variability in coverage (good), but adds another roll, slowing down combat (bad). I'm now also trying to make my house rules modular. That's why I want to separate damage/armor rules from wound tables, etc. My first post didn't do a good job of that. [/QUOTE]
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