Armor as DR, has it worked for you?

Voadam

Legend
Have you used an armor as DR option in your game and how has it affected the flow and feel of the game for you? What version did you use and how did it stack with other DR?

I'm getting a little sick of tripping on flavor differences in describing things that bounce because of natural armor then things that get through but bounce because of DR.

Also having only touch AC and denied dex AC is appealing, if armor is DR then all hits are touch attacks and one set of stats fewer to keep track of in determining hits.
 

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Used it in a one-shot since my regular campaign, based on ideas from UA. Had a good reception from my players.

Used the natural armor +8 turns into DR 1/-, natural armor +3 system from UA, if I remember that correctly.

Damage "stopped" by DR was instead turned into nonlethal damage. This meant that your chance of surviving combat but being unconscious went way up for wearing armor, which was the effect I was looking for.

Did add to the complexity of tracking nonlethal damage, which you normally don't need to do.

john
 

We use a conglomerate of rules. Both class-based AC bonuses and Armor as DR from UA. I think it's going well, but have been meaning to poll the players.

The one change that I'm thinking about making to the current system is to reduce the class-based defense, but allowing it to stack with armor.
 

About two months ago we started using the Defensive bonus option from UA and we also just turned the armor/natural armor bonus into non-lethal damage, and everyone really likes it. Combat has become less lethal (which is what I was hoping for), but armored characters tend to be knocked unconscious about 5 - 15 hp sooner than usual; decent trade off I think.

One or two of them had trouble keeping track of the non-lethal damage ( I think it is easy myself ), but other than that it has been working fine.
 

I plan on using the "Fewer Dead Heroes" variant from Grim Tales in my upcoming campaign. It basically converts lethal damage equal to the armor's AC bonus to nonlethal. I've heard it really works well. Check out the OGL board too - there have been some discussions on this topic in there.
 
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I'll check it out but I stuck this in general because there are a bunch of D&D versions (unearthed Arcana, Torn Asunder, Arms and Equipment 3.0) as well as OGL ones and house rules besides and I am thinking about it for use in an otherwise straight rules D&D game.
 

My group has been using a Armor as DR and class based defense value for a bit now, and its realy helped me keep the feel of the game.
 

I'm actually using the Armor as DR & Class Defense Bonus variants from UA in my current campaign.

I've found the biggest problem is having to re-write or convert monsters on the fly and lower their AC and give them a Number/- DR on top of their existing DR. The players like it because it makes the monsters easier to hit (and they usually do enough damage to blow through the DR and barely notice it, but it sometimes adds a round to a monster's endurance in big fights).

The players seem to like it, since it gives them the perception of being able to stand longer in a fight. However, it does make the confusion of having DR from spells (like Stoneskin), from Natural Armor or Creature Type/Class (like a Half-Dragon or a Contemplative) and from Armor, and having to announce the type of damage to a player when I tell them how much they've taken, so they can see which DR applies to that. Players who have things in order .

I like the idea of heavy armor making you more durable against little weapons, or taking a little sting out of big hits, but if I was doing to do it all over again, I don't know if I'd use Armor as DR in D&D, since it really does add a lot of paperwork and bookkeeping for not a whole lot of added benefit. I might add it to selected monsters though, to ones with high Natural Armor but no DR from other sources, for the benefits that gives (players are happy because it's easier to hit, but the monster lasts longer in combat). Successful attack rolls make PC's have more fun, even if they aren't doing as much damage.

I would probably use it totally in Modern though, to model more how modern body armors work against bullets (reducing the damage a few points to represent the broken ribs of a stopped bullet instead of the wounds of a gun hit.). Also because Natural Armor bonuses are a lot rarer in d20 Modern for PC's too, and so is DR from spells and items, so PC's generally only get their DR from their physical suit of armor.

I've also made it crystal-clear that Armor related DR applies only to weapon attacks that require an attack roll, not to a Creeping Doom spell, Coup de Grace or anything similar. In the later cases the chinks or gaps in the armor coverage are too easily overcome.
 

You might want to use a D100 to keep up with the nonlethal damage & let the players keep up with it if they can be trusted- then just change the die each time the damage changes instead of writing it down. Just my two coppers. Thanks Maester Luwin
 

I’m still trying to figure out, if I want to use DR as armor option or not. I have been looking through my books to figure out what system to use.

1) Torn Asunder by Bastion Press has a system
2) Arms and Armor 3.5 by Bastion Press (prolly 3.0 as well) has a system. It’s either the same as TA or very close. In this book all the D&D normal armors are listed out in a large table with all the new armors in A&A.
3) Unearthed Arcana also has a system.

Now that I look at the Bastion system and the UA system, I think they might be the same system. I need to have a closer look when I get home, maybe someone could correct me?

Since I am going to be using TA for critical hits, it creates a slight problem with the DR as armor option. I think the severity of criticals will be worse because the armor classes will be lower, but the targets will take less damage. Not sure if I am going to use the DR option or not.
 
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