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Armor as Damage Reduction
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<blockquote data-quote="DrunkonDuty" data-source="post: 8798241" data-attributes="member: 54364"><p>Hero System and GURPS use armour as DR. </p><p></p><p>Works quite fine if you ask me. Does it add an extra layer of maths? Yes. For some (many?) people this is enough to make it a no deal. That's cool, I'm not trying to force people to do more maths. But I really have to point out that DND also has DR. It's just that, unlike games where it's standard for all attacks, in DND DR only kicks in some time; depending on buff spells, resistances, yada yada yada. Which I feel makes it worse.</p><p></p><p>I am in the midst of introducing new players to Hero in my urban fantasy game. My players, one especially, are a bit maths allergic. But they're not having any trouble. Partly that's because I'm going slow, introducing different concepts slowly and giving people a chance to get used to them before introducing new ones. Partly it's because, quite frankly, it aint hard maths. I encourage the characters to have armour rated in easy multiples, 5 or 10, to make the maths easier. The nature of the game means combat isn't a constant feature either, we're not doing a dungeon crawl.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 8798241, member: 54364"] Hero System and GURPS use armour as DR. Works quite fine if you ask me. Does it add an extra layer of maths? Yes. For some (many?) people this is enough to make it a no deal. That's cool, I'm not trying to force people to do more maths. But I really have to point out that DND also has DR. It's just that, unlike games where it's standard for all attacks, in DND DR only kicks in some time; depending on buff spells, resistances, yada yada yada. Which I feel makes it worse. I am in the midst of introducing new players to Hero in my urban fantasy game. My players, one especially, are a bit maths allergic. But they're not having any trouble. Partly that's because I'm going slow, introducing different concepts slowly and giving people a chance to get used to them before introducing new ones. Partly it's because, quite frankly, it aint hard maths. I encourage the characters to have armour rated in easy multiples, 5 or 10, to make the maths easier. The nature of the game means combat isn't a constant feature either, we're not doing a dungeon crawl. [/QUOTE]
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