Armor as Damage Reduction (how to make it work for you)

A fair warning (didn't read the whole thread):

Back in my first edition days, I had a DM that devised such a system, roll to hit, plus damage reduction for armor. The system was excessively complex. Realistic and balanced, but over-the-top complex.

The first game we played with that system, our first encounter was with a single warewolf;

It took us 3 hours of game time to resolve.

I'm sure you're on a good track, but personally, I find the current core system fine as is for my enjoyment.
 
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willpax said:
I've been lurking here for a while and use a variant armor as DR system myself, but like what I think is going on here. Have I missed the straightforward summation of your rules somewhere?
willpax.

My web site should be going up soon. If you (or anybody else who is interested in the summation of the varaint combat rules) sends me an E-mail by clicking here, I will let you know when my web site has gone public.

I hope that helps.

Kolja
 
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slingbld said:
Only problem is that Daggers (well dirks which are daggers in a sense, at least in D20 standards) were designed specifically to penetrate armors.
I can see this being overcome by introducing specific weapons (such as Dirks) that can ignore a certain amount of damage rduction. But that can start to slow the system down.
Well, a simple solution (developed later in on the this thread) has been found. Piercing weapons (of which a dagger is one) halve AC as damage reduction (rounded down). So far there is no perceptable slow down to game play. It's a painlessly easy calculation to make on the fly.
 

Trainz said:
A fair warning (didn't read the whole thread):

Back in my first edition days, I had a DM that devised such a system, roll to hit, plus damage reduction for armor. The system was excessively complex. Realistic and balanced, but over-the-top complex.

The first game we played with that system, our first encounter was with a single warewolf;

It took us 3 hours of game time to resolve.

I'm sure you're on a good track, but personally, I find the current core system fine as is for my enjoyment.
Honestly, the game play I have play tested with the variant combat system has been infinitely more enjoyable. If combat is taking longer, that time does not seem to be missed. Moreover, the difference between 1st edition and 3rd edition is huge. Characters are far more lethal for one, which speeds up combat considerably.
 


I read through the system because I was considering using it, but... can't you pretend that some of the hits that miss due to AC hit and cause damage and that some that hit and cause damage just miss, explaining the long course of battle between PCs? At the end of the day you're trying to accomplish: great battles between characters of equal power levels.

ciaran
 

feydras said:
sonofapreacherman,

is your website up yet?

- feydras
It would have been, but my new hosting provider just switched all their accounts to a new server and forget to include the MySQL databases. I'm currently elbow deep into getting the message boards up and running again.

I'll keep everybody informed via this thread.

*Sassen-frassen.*

Kolja
 

ciaran00 said:
... can't you pretend that some of the hits that miss due to AC hit and cause damage and that some that hit and cause damage just miss, explaining the long course of battle between PCs?
Forgive me ciaran00, but I'm not sure I understand your meaning.

If you're asking me if I can imagine all of the details involved in an attack roll of 15 hitting an AC of 13, sure I can pretend. Any dungeon master worth their salt can describe such an attack in detail. That's what storytelling is about.

The point of the variant combat system, however, is to provoke more tactical thought from the player's (I.E whether or not to sacrifice their attack of opportunity for a parry roll, whether or not to wear a lot of armor for damage reduction, or very little, to avoid attacks in the first place, etc.). It is designed that way on purpose to make player's more proactive in their own survival.

That said, there is nothing to stop game masters from using both systems. In fact, I can see a purpose for both. The variant combat system is great from small skirmishes, but too involved during siege warfare. I would use the printed combat rules for battlefield scenes in a second, specifically because they are so easy to use. For the smaller skirmishes (player versus monster battles and the like) I infinitely prefer the variant combat system, because of the grittiness it affords and tension it creates.

I hope that answers your question.

:)

Kolja
 
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Sonofapreacherman said:
That said, there is nothing to stop game masters from using both systems. In fact, I can see a purpose for both. The variant combat system is great from small skirmishes, but too involved during siege warfare. I would use the printed combat rules for battlefield scenes in a second ...
Wait. What? You'd use PHB rules for battlefields? Doesn't that take a whole day to resolve? :) If not, show me how!

Also, concerning my question... I think you've answered it. This choice issue is somewhat worth it. Hm.

ciaran
 
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Howdy all.

For those of you have contacted me to be notified about my web site, which includes a detailed look at the variant combat system, I have sent you e-mails.

For those of you who are interested in taking a comprehensive gander at the variant combat system, click here to visit my recently launched web site (The Waking Lands).

I hope that helps.

--Kolja
 

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