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Armor absorbing Damages
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<blockquote data-quote="Upper_Krust" data-source="post: 67310" data-attributes="member: 326"><p>Hi all! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Good thread this!</p><p></p><p></p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p> </p><p></p><p>It is something of an unwieldy beast. I may iminently restart the thread!?</p><p></p><p></p><p></p><p>Well its centred around Immortal characters/rules - the Optional Armour rules I mentioned are to be included within an Appendix at the back of the .pdf/book.</p><p></p><p>The reason I tackled the subject was because I needed logical rules to explain the natural armour of Outsiders because immortals are capable of augmenting their natural armour.</p><p></p><p>So to explain the natural armour of a succubus you have to predetermine what is natural armour and what is supernatural deflection.</p><p></p><p>In the WPS thread I have a simple mechanic for this process:</p><p></p><p>Firstly consider that all Outsiders gain a Supernatural Deflection bonus equal to their HD (in place of NA adding to AC). </p><p></p><p>Then decide skin type and size to determine natural armor: </p><p></p><p>Skin Type </p><p></p><p>Gaseous/Incandescent/Incorporeal (no armor)* +0</p><p>Liquid/Fluid (no armor)** +0</p><p>Normal Skin (no armor) +0</p><p>Leathery/Blubbery (akin to light armor) +2 (typically)</p><p>Scaly/Tough (akin to medium armor) +5 (typically)</p><p>Carapace/Plated (akin to heavy armor) +8 (typically)</p><p>Material Hardness As material</p><p>*Treat as Incorporeal and Immune to Critical Hits.</p><p>**Treat as Immune to Critical Hits.</p><p></p><p>Size </p><p></p><p>The second factor is the creatures size. </p><p>• Gaseous or Liquid biologies (see above) are unnaffected by increases in size. Only solids are affected.</p><p></p><p>Fine skin type ÷4 then -14 </p><p>Diminutive skin type ÷3 then -9</p><p>Tiny skin type ÷2 then -5</p><p>Small skin type ÷1.5 then -2</p><p>Medium skin type x1 same</p><p>Large skin type x1.5 then +2</p><p>Huge skin type x2 then +5</p><p>Gargantuan skin type x3 then +9</p><p>Colossal skin type x4 then +14</p><p></p><p>So nothing of diminutive or fine size will have (literal) natural armour good enough to absorb damage from opponents using the current damage rules (even if they wear platemail for their size it wouldn't prevent 1hp damage). </p><p></p><p>Even if you assume an ant is effectively wearing platemail (for its size) for the purposes of how we rate damage and armour it won't have any bearing when the game mechanics are medium size-centric! </p><p></p><p>Also a byproduct of size is: </p><p></p><p>Colossal -14 Dex</p><p>Gargantuan -9 Dex</p><p>Huge -5 Dex</p><p>Large -2 Dex</p><p>Medium +/- 0 Dex</p><p>Small Size +2 Dex </p><p>Tiny Size +5 Dex </p><p>Diminutive Size +9 Dex </p><p>Fine Size +14 Dex </p><p></p><p></p><p></p><p>I concur. After consideration I am not changing the penetration value for piercing weapons. </p><p></p><p>Technically, critical threat range and multiplier should decide armor penetration.</p><p></p><p></p><p></p><p>I don't think this will work. </p><p></p><p></p><p></p><p>Exactly. chances are a dagger won't penetrate Full Platemail unless it scores a critical hit. Which is probably the way it should be.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 67310, member: 326"] Hi all! :) Good thread this! :D It is something of an unwieldy beast. I may iminently restart the thread!? Well its centred around Immortal characters/rules - the Optional Armour rules I mentioned are to be included within an Appendix at the back of the .pdf/book. The reason I tackled the subject was because I needed logical rules to explain the natural armour of Outsiders because immortals are capable of augmenting their natural armour. So to explain the natural armour of a succubus you have to predetermine what is natural armour and what is supernatural deflection. In the WPS thread I have a simple mechanic for this process: Firstly consider that all Outsiders gain a Supernatural Deflection bonus equal to their HD (in place of NA adding to AC). Then decide skin type and size to determine natural armor: Skin Type Gaseous/Incandescent/Incorporeal (no armor)* +0 Liquid/Fluid (no armor)** +0 Normal Skin (no armor) +0 Leathery/Blubbery (akin to light armor) +2 (typically) Scaly/Tough (akin to medium armor) +5 (typically) Carapace/Plated (akin to heavy armor) +8 (typically) Material Hardness As material *Treat as Incorporeal and Immune to Critical Hits. **Treat as Immune to Critical Hits. Size The second factor is the creatures size. • Gaseous or Liquid biologies (see above) are unnaffected by increases in size. Only solids are affected. Fine skin type ÷4 then -14 Diminutive skin type ÷3 then -9 Tiny skin type ÷2 then -5 Small skin type ÷1.5 then -2 Medium skin type x1 same Large skin type x1.5 then +2 Huge skin type x2 then +5 Gargantuan skin type x3 then +9 Colossal skin type x4 then +14 So nothing of diminutive or fine size will have (literal) natural armour good enough to absorb damage from opponents using the current damage rules (even if they wear platemail for their size it wouldn't prevent 1hp damage). Even if you assume an ant is effectively wearing platemail (for its size) for the purposes of how we rate damage and armour it won't have any bearing when the game mechanics are medium size-centric! Also a byproduct of size is: Colossal -14 Dex Gargantuan -9 Dex Huge -5 Dex Large -2 Dex Medium +/- 0 Dex Small Size +2 Dex Tiny Size +5 Dex Diminutive Size +9 Dex Fine Size +14 Dex I concur. After consideration I am not changing the penetration value for piercing weapons. Technically, critical threat range and multiplier should decide armor penetration. I don't think this will work. Exactly. chances are a dagger won't penetrate Full Platemail unless it scores a critical hit. Which is probably the way it should be. [/QUOTE]
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