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Community
General Tabletop Discussion
*TTRPGs General
Armor as Defense and DR
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<blockquote data-quote="ogre" data-source="post: 2679128" data-attributes="member: 4671"><p>Thank you Poserboy, I'm dl that now.</p><p></p><p>Sorcica</p><p>Excellent points. I too decided that one or the other was not good enough and settled on coming up with something that has both, while keeping the standard Defense bonus armor affords (leather +2, chain +4 etc)</p><p>The concept of doing more damage the better the to-hit roll seems very intriguing, but I wonder how cumbersome it may be. I think I'll toss around some ideas on that and see if it works.</p><p>As far as DR8 being better than +8 Defense, I think it may depend too on the lifeblood system one may be using. If you only have a static number of hit points that never increases with level, having DR may be better, if your using hit points that increase with level and are mid to high level, the +8 Defense is definitely better.</p><p></p><p>Aussiegamer</p><p>I agree. I am definitely having armor 'durability'. Each time a crit is scored, the durability, and hence the defense bonus and DA are lowered by 1 until repaired.</p><p></p><p>Anyway, I have updated my previous Damage Absorption (DA) rules, if anyone is interested. One thing I realized; negating damage all the time ends up creating more math and rolls. Why not just lower weapon damage instead and save the extra steps. So, I limited what types of damage armor can negate and left them with their standard Defense bonus.</p><p>What I came up with is:</p><p>Armor keeps the standard defense bonus.</p><p>Armor has DA vs specific damage types. </p><p>The better the armor the more damage types and higher the defense.</p><p>For example:</p><p>low-tech armor, such as plate armor provides something like, 1d6 DA vs slashing attacks and thats it. Leather may have 1d3 vs. piercing for example.</p><p>Plasteel armor provides the 1d6 vs slashing, but also 1d6 vs. ballistic.</p><p>Cerametallic armor provides DA vs. heat-based attacks, and slashing</p><p>Powered armor has DA vs various other energy attacks, acid, radiation, fire etc.</p><p></p><p>In the end, this provides some DA in certain circumstances. Makes advanced armors more than just a Defense boost and the best armors may not be the best at negating damage from every type of attack. (certain materials are heat proof, while others can be insultated from cold and electricity, even though they provide the same AC bonus and are of an equivalent PL). The DA roll only comes into play when it applies, not every attack, so I see that as a good thing.</p><p></p><p>Thanks for the feedback folks!</p></blockquote><p></p>
[QUOTE="ogre, post: 2679128, member: 4671"] Thank you Poserboy, I'm dl that now. Sorcica Excellent points. I too decided that one or the other was not good enough and settled on coming up with something that has both, while keeping the standard Defense bonus armor affords (leather +2, chain +4 etc) The concept of doing more damage the better the to-hit roll seems very intriguing, but I wonder how cumbersome it may be. I think I'll toss around some ideas on that and see if it works. As far as DR8 being better than +8 Defense, I think it may depend too on the lifeblood system one may be using. If you only have a static number of hit points that never increases with level, having DR may be better, if your using hit points that increase with level and are mid to high level, the +8 Defense is definitely better. Aussiegamer I agree. I am definitely having armor 'durability'. Each time a crit is scored, the durability, and hence the defense bonus and DA are lowered by 1 until repaired. Anyway, I have updated my previous Damage Absorption (DA) rules, if anyone is interested. One thing I realized; negating damage all the time ends up creating more math and rolls. Why not just lower weapon damage instead and save the extra steps. So, I limited what types of damage armor can negate and left them with their standard Defense bonus. What I came up with is: Armor keeps the standard defense bonus. Armor has DA vs specific damage types. The better the armor the more damage types and higher the defense. For example: low-tech armor, such as plate armor provides something like, 1d6 DA vs slashing attacks and thats it. Leather may have 1d3 vs. piercing for example. Plasteel armor provides the 1d6 vs slashing, but also 1d6 vs. ballistic. Cerametallic armor provides DA vs. heat-based attacks, and slashing Powered armor has DA vs various other energy attacks, acid, radiation, fire etc. In the end, this provides some DA in certain circumstances. Makes advanced armors more than just a Defense boost and the best armors may not be the best at negating damage from every type of attack. (certain materials are heat proof, while others can be insultated from cold and electricity, even though they provide the same AC bonus and are of an equivalent PL). The DA roll only comes into play when it applies, not every attack, so I see that as a good thing. Thanks for the feedback folks! [/QUOTE]
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