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Armor as Damage Reduction
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<blockquote data-quote="TBeholder" data-source="post: 8931089" data-attributes="member: 41606"><p>I used the generic term because it would require an explanation for those who did not look into it. Also, depends on the game (“Zealous Hatred” in BC and apparently “additional damage” in WHFRP).</p><p></p><p>In some of these games, though not <em>OW</em> (not even in Beta, because it was changed earlier in <em>BC</em>). <span style="font-size: 9px"><a href="https://www.schlockmercenary.com/2009-08-22" target="_blank">Somebody should… you know… check.</a> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></span></p><p>But yes, as it’s not soaked separately and PC weapons tend to be better than civilian holdouts, full damage roll on top of already maximal damage often destroys critters without ridiculous amount of Wounds and/or total soak. Which was probably why this version was errata’ed away.</p><p><em>Warhammer Fantasy Roleplay</em>: confirm via (+0) WS test for +1d6 damage; if rolled 6 on extra damage, repeat without confirming.</p><p><em>Dark Heresy</em>: confirm via attack roll (all modifiers of the original attack) for +1d10 damage; if rolled 10 on extra damage, repeat without confirming.</p><p><em>Rogue Trader</em>, <em>Deathwatch</em>: confirm for extra +damage roll; if any 10 in extra damage roll, repeat. Also, in <em>DW</em> all PCs have “Deathwatch Training” talent, which auto-confirms RF against all aliens, even unknown, and with most common weapons having (until errata’ed) 2 damage dice, almost 1/5 hits are RF.</p><p>RT & DW <em>errata</em> (1.4 and 1.1 respectively): eventually this was replaced with “confirm, +1d10 damage, only once”.</p><p><em>Black Crusade</em>, <em>Only War</em>, <em>Dark Heresy 2</em>: roll 1d5, look up the relevant Critical Effects chart, apply. That’s it.</p><p></p><p>Anyway, the practical advantage of both <strong>soak</strong> and <strong>save</strong> based armor mechanics vs. <strong>hit adjustment</strong> (<em>D&D</em> AC style) is that as separate stages of the resolution rather than being entangled with hit roll, they are easier to make work with locations. Also, better look & feel (“the attack connected… and bounced off armor”) without extra efforts.</p><p>Any of them need tinkering and analysis of extreme combinations to work well for given premises and look believable on better detail scale than wargame. Mainly to get rid of <a href="https://acoup.blog/2019/06/21/collections-punching-through-some-armor-myths/" target="_blank">excessively easy penetration</a> without turning any dude in a cuirass into a tank. Here <strong>soak</strong> mechanics is at a disadvantage, unless the soak value is variable to simulate armor not being an uniform eggshell, i.e. at the cost of an extra roll (like in <em>Alternity</em> or early <em>Rifts</em> IIRC).</p><p>Also, <strong>soak</strong> naturally gives partial result rather than all-or-nothing, which simulates bludgeoning damage better.</p><p>But they are entirely separate only in mechanics where a <em>hit</em> is all-or-nothing. If the margin of success on hit rolls affects damage, <strong>hit adjustment</strong> doubles as <strong>soak</strong> (again, <em>Riddle of Steel</em>).</p></blockquote><p></p>
[QUOTE="TBeholder, post: 8931089, member: 41606"] I used the generic term because it would require an explanation for those who did not look into it. Also, depends on the game (“Zealous Hatred” in BC and apparently “additional damage” in WHFRP). In some of these games, though not [I]OW[/I] (not even in Beta, because it was changed earlier in [I]BC[/I]). [SIZE=1][URL='https://www.schlockmercenary.com/2009-08-22']Somebody should… you know… check.[/URL] ;)[/SIZE] But yes, as it’s not soaked separately and PC weapons tend to be better than civilian holdouts, full damage roll on top of already maximal damage often destroys critters without ridiculous amount of Wounds and/or total soak. Which was probably why this version was errata’ed away. [I]Warhammer Fantasy Roleplay[/I]: confirm via (+0) WS test for +1d6 damage; if rolled 6 on extra damage, repeat without confirming. [I]Dark Heresy[/I]: confirm via attack roll (all modifiers of the original attack) for +1d10 damage; if rolled 10 on extra damage, repeat without confirming. [I]Rogue Trader[/I], [I]Deathwatch[/I]: confirm for extra +damage roll; if any 10 in extra damage roll, repeat. Also, in [I]DW[/I] all PCs have “Deathwatch Training” talent, which auto-confirms RF against all aliens, even unknown, and with most common weapons having (until errata’ed) 2 damage dice, almost 1/5 hits are RF. RT & DW [I]errata[/I] (1.4 and 1.1 respectively): eventually this was replaced with “confirm, +1d10 damage, only once”. [I]Black Crusade[/I], [I]Only War[/I], [I]Dark Heresy 2[/I]: roll 1d5, look up the relevant Critical Effects chart, apply. That’s it. Anyway, the practical advantage of both [B]soak[/B] and [B]save[/B] based armor mechanics vs. [B]hit adjustment[/B] ([I]D&D[/I] AC style) is that as separate stages of the resolution rather than being entangled with hit roll, they are easier to make work with locations. Also, better look & feel (“the attack connected… and bounced off armor”) without extra efforts. Any of them need tinkering and analysis of extreme combinations to work well for given premises and look believable on better detail scale than wargame. Mainly to get rid of [URL='https://acoup.blog/2019/06/21/collections-punching-through-some-armor-myths/']excessively easy penetration[/URL] without turning any dude in a cuirass into a tank. Here [B]soak[/B] mechanics is at a disadvantage, unless the soak value is variable to simulate armor not being an uniform eggshell, i.e. at the cost of an extra roll (like in [I]Alternity[/I] or early [I]Rifts[/I] IIRC). Also, [B]soak[/B] naturally gives partial result rather than all-or-nothing, which simulates bludgeoning damage better. But they are entirely separate only in mechanics where a [I]hit[/I] is all-or-nothing. If the margin of success on hit rolls affects damage, [B]hit adjustment[/B] doubles as [B]soak[/B] (again, [I]Riddle of Steel[/I]). [/QUOTE]
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