Denaes
Yes, I am big on game balance, so I would like it to meld into d20 seamlessly. And yes, work at the same time. Basically, each type of armor material has an advantage against certain damage types. So the DR would only apply when the appropriate damage was being done.
Glassjaw:
This is for a future PA setting using the d20 modern ruleset where there will be primitive armor (leather, platemail etc), futuristic alloys (plasteel etc.) and powered armor. So, the range is vast, hence the thoughts on an augmented system.
Also, where do I find your Grim rules? And are they OGL? This brings up a good point too, the damage system. Right now I am using ole' hit points, but I am thinking a wound system may be better suited, if I make armor more powerful (which is ok with me).
Teflon Billy
Simplicity is very important to me and I like what you mentioned. I could simply make it a die roll (d2, d3 etc.) if I wanted to keep that aspect. Powered armor would be DR1d6 or so. How do you think this would translate into a furturistic campaign, as you mentioned yours was for D&D.
Aussiegamer
So, what system are you using as far as having a Defense value and DR? Is it the standard D and a static or die DR? Does DR apply to just physical attacks or energy too.
The Edge
I am gussing you feel a system that has guns needs a DR armor system, but a medieval game doesn't? I kind of feel that way too, after playtesting the game with just Defense for armor, it just didn't seem right.
To clairify things:
The problem I ran into was, a lot of the futuristic weapons do energy damage and hence is ignored by DR. So I was adding Energy Resistnance to high tech armor and powered armor. This resulted in cumbersome armor stats. DR/ (what bypasses it) and ER: what energy type is negated. It just seemed THAC0-ish, hehe, having two different things, one is negated by the other negates, it's not simple enough. So, I started thinking about a unified damage absorption system for armor.
One of my playtesters had a new take on it. Something similiar to SDC/hitpoints, where armor has a certain amount of HP and it gets damaged as it negates damage. So, I am thinking of a system something like this:
Armor has 'Durability' equal to its Defense value. The armor negates damage (like DR, but against anything. Or just certain things, if I want to complicate it) equal to 1 die equating to its defense score (+2 is 1d2, +4 is 1d4 etc.) on each hit. Everytime it negates the maximum rollable damage it loses one 'Durability' point and consequently 1 Defense value and a lower die. The armor can be repaired of course, until it reaches 0, at which point it is parts.
This of course makes repair and armor a more important part of the game, which I am prepared and willing to do, but I am interested if anyone thinks making armor more important in this game setting sucks.