Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Armor as Damage Reduction
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="TBeholder" data-source="post: 8820194" data-attributes="member: 41606"><p>d100 <em>Warhammer RP</em> series from FFG have armor work like this. Armor Points often vary per location; also, armor has limitations (in the later games, all), and often extra stuff built in and/or special properties. Total damage soak is AP value of armor (minus the weapon’s Penetration) + Toughness Bonus of the target.</p><p>For a mediocre vs. mediocre example: common firearms and lasguns do 1d10+3 Pen 0, Guard flak armor is AP 4 anywhere (+1 vs shrapnel), a typical non-augmented human wearing it has TB 3 (4+3=7 total soak) and 10 Wounds; thus more than half of the hits inflict at least some harm, but no immediately incapacitating injuries (except critical hits, and even then not all), which is a lot better than having <em>all</em> hits really hurt and 3/10 incapacitate. Obviously, using cover and other ways of not being hit so much can improve life expectancy. There are also a few types of AP 2-3 low-profile armor, which is at least better than nothing.</p><p></p><p>If you don’t like flat value because body armor is not an uniform sealed sphere, take a look at <em>Alternity</em> (the original one, at least). But yeah, it’s yet another roll in an engine that has too many custom rolls.</p><p>Armor coverage as a part of hit location roll could work better.</p><p></p><p>In <em>Riddle of Steel</em> wound level = amount of successes (probability per die depends on the attack maneuver) from the attacker’s dice pool (depends on the skill and the maneuver) - successes of the defense + weapon damage value - armor. So it’s overwhelmed often, but every point matters, since combat is quite deadly and with unstable equilibrium (wounds reduce combat dice pool).</p><p>See the examples from /tg/: <a href="https://suptg.thisisnotatrueending.com/archive.html?tags=Riddle%20of%20Steel" target="_blank">sup/tg/ - /tg/ Archive</a></p></blockquote><p></p>
[QUOTE="TBeholder, post: 8820194, member: 41606"] d100 [I]Warhammer RP[/I] series from FFG have armor work like this. Armor Points often vary per location; also, armor has limitations (in the later games, all), and often extra stuff built in and/or special properties. Total damage soak is AP value of armor (minus the weapon’s Penetration) + Toughness Bonus of the target. For a mediocre vs. mediocre example: common firearms and lasguns do 1d10+3 Pen 0, Guard flak armor is AP 4 anywhere (+1 vs shrapnel), a typical non-augmented human wearing it has TB 3 (4+3=7 total soak) and 10 Wounds; thus more than half of the hits inflict at least some harm, but no immediately incapacitating injuries (except critical hits, and even then not all), which is a lot better than having [I]all[/I] hits really hurt and 3/10 incapacitate. Obviously, using cover and other ways of not being hit so much can improve life expectancy. There are also a few types of AP 2-3 low-profile armor, which is at least better than nothing. If you don’t like flat value because body armor is not an uniform sealed sphere, take a look at [I]Alternity[/I] (the original one, at least). But yeah, it’s yet another roll in an engine that has too many custom rolls. Armor coverage as a part of hit location roll could work better. In [I]Riddle of Steel[/I] wound level = amount of successes (probability per die depends on the attack maneuver) from the attacker’s dice pool (depends on the skill and the maneuver) - successes of the defense + weapon damage value - armor. So it’s overwhelmed often, but every point matters, since combat is quite deadly and with unstable equilibrium (wounds reduce combat dice pool). See the examples from /tg/: [URL="https://suptg.thisisnotatrueending.com/archive.html?tags=Riddle%20of%20Steel"]sup/tg/ - /tg/ Archive[/URL] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Armor as Damage Reduction
Top