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Armor as Defense and DR
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<blockquote data-quote="ogre" data-source="post: 2670397" data-attributes="member: 4671"><p>The Edge</p><p></p><p>Sort of, but the armor could probably take a few more hits.</p><p>I worked on it last night and came up with the following:</p><p></p><p>Damage Absorption (DA) (named differently so it can easily stack with DR and ER, from talents and mutations)</p><p>Some armor is better than other armor at absorbing certain types of damage. The damge types have been catagorized into 4 groups, because there was around 12 different types and it got too cumbersome otherwise. So, damage types for DA are as follows- HP Heat Proof, for acid, fire and radiation damage, IN Insulated for cold and electrical, KI for kinetic, encompassing slashing, peircing and blunt and SA Shock Absorbing which applies to concussive, sonic and ballistic damage.</p><p></p><p>Armor DA is listed as follows- SA 3 / 1d3</p><p>What this means is the armor excels at negating SA damage types. 3 points are always and automatically negated when attacked by a weapon that deals damage that falls within the SA damage type (concussive, sonic and ballistic). The 1d3 is used to negate damage of all other types. If the maximum is rolled on the die roll (a 3 in this case) the armor is damaged and loses 1 durability and its Defense and DA are lowered by 1 until it is repaired. The armor never loses durability when hit by damage types it excels at negating (unless it is not being worn, in which case it is treated just like a standard object), thus this only applies when a DA die is rolled.</p><p></p><p>So, with this system (which also includes durability being lowered by 1 after a successful critical hit) armor with a 4 durability will be repairable after any combination of 3 crits or 3's rolled when negating non-SA damage. For perspective, here are some armors listed:</p><p></p><p>leather armor- Defense +2, KI 2 / 1d2, durability 3</p><p>steel plate armor- Defense +6, KI 6 / 1d6, durability 6</p><p>carbosynth armor- Defense +7, SA, KI 6 / 1d8, durability 8</p><p>powered armor- Defense +10, KI, SA, HP 10 / 1d10, durability 10</p><p></p><p>What this system does...</p><p>It brings armor wear and tear into the game (a concious decision) to encourage repair skills, parts usage and variation on found armors.</p><p>Gives armor some form of damage reduction that includes both DR and ER damage types. (necessary for a game that is mostly energy weapons, mutations etc.)</p><p>Gives armor a kind of hit points, but not as complex and which can correlate directly to the Defense and DA bonus without having to do any math or consulting a chart.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="ogre, post: 2670397, member: 4671"] The Edge Sort of, but the armor could probably take a few more hits. I worked on it last night and came up with the following: Damage Absorption (DA) (named differently so it can easily stack with DR and ER, from talents and mutations) Some armor is better than other armor at absorbing certain types of damage. The damge types have been catagorized into 4 groups, because there was around 12 different types and it got too cumbersome otherwise. So, damage types for DA are as follows- HP Heat Proof, for acid, fire and radiation damage, IN Insulated for cold and electrical, KI for kinetic, encompassing slashing, peircing and blunt and SA Shock Absorbing which applies to concussive, sonic and ballistic damage. Armor DA is listed as follows- SA 3 / 1d3 What this means is the armor excels at negating SA damage types. 3 points are always and automatically negated when attacked by a weapon that deals damage that falls within the SA damage type (concussive, sonic and ballistic). The 1d3 is used to negate damage of all other types. If the maximum is rolled on the die roll (a 3 in this case) the armor is damaged and loses 1 durability and its Defense and DA are lowered by 1 until it is repaired. The armor never loses durability when hit by damage types it excels at negating (unless it is not being worn, in which case it is treated just like a standard object), thus this only applies when a DA die is rolled. So, with this system (which also includes durability being lowered by 1 after a successful critical hit) armor with a 4 durability will be repairable after any combination of 3 crits or 3's rolled when negating non-SA damage. For perspective, here are some armors listed: leather armor- Defense +2, KI 2 / 1d2, durability 3 steel plate armor- Defense +6, KI 6 / 1d6, durability 6 carbosynth armor- Defense +7, SA, KI 6 / 1d8, durability 8 powered armor- Defense +10, KI, SA, HP 10 / 1d10, durability 10 What this system does... It brings armor wear and tear into the game (a concious decision) to encourage repair skills, parts usage and variation on found armors. Gives armor some form of damage reduction that includes both DR and ER damage types. (necessary for a game that is mostly energy weapons, mutations etc.) Gives armor a kind of hit points, but not as complex and which can correlate directly to the Defense and DA bonus without having to do any math or consulting a chart. Thoughts? [/QUOTE]
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