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Armor as DR, your experiences
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<blockquote data-quote="scourger" data-source="post: 1884795" data-attributes="member: 12328"><p><strong>Armor Conversions</strong></p><p></p><p>Armor Conversions</p><p></p><p>In Judge Dredd, armor provides DR but can be overcome if the armor piercing (AP) of the weapon is higher. Defense (AC) is given a bonus based on the character's total reflex save (no, DEX doesn't count twice; it's 10 + REF). [Suddenly, Lightning Reflexes is on everyone's feat list!] The net effect is that charcters get harder to hit (especially as levels increase) and may have some DR from wearing armor. This system makes sense in that game, but it gets a little tedious to compare the DR against the AP for each hit. </p><p></p><p>In Omega World, relic wepons (guns, etc.) ignore the first 5 AC points of non-relic armor. So, +5 natural armor doesn't help at all vs. guns but does against a sword. +5 relic armor is good vs. anything. This is a great, simple system. All that has to be tracked is the "relic AC"; but I found myself wondering about touch relic AC and flat footed relic AC. It didn't come up very often in play, though. </p><p></p><p>Star Wars has been explained. The system has an increasing defense value, and armor is not very protective so as to discourage its efficacy and use.</p><p></p><p>For my D&D/Judge Dredd/Omega World/Star Wars hybrid game, I went witha standard D&D AC value. The Judge armor provides a +6 AC bonus and DR 6/bludgeoning; no AC bonus based on reflex save; and the lawgiver guns bypasses armor up to the AP of the round fired (so armor piercing is very against heavily armored foes). The jedi get no AC bonus as for Defense; but light sabers still ignore armor and DR altogether. The Omega mutant is really unchanged. </p><p></p><p>It has been a good mix so far.</p></blockquote><p></p>
[QUOTE="scourger, post: 1884795, member: 12328"] [b]Armor Conversions[/b] Armor Conversions In Judge Dredd, armor provides DR but can be overcome if the armor piercing (AP) of the weapon is higher. Defense (AC) is given a bonus based on the character's total reflex save (no, DEX doesn't count twice; it's 10 + REF). [Suddenly, Lightning Reflexes is on everyone's feat list!] The net effect is that charcters get harder to hit (especially as levels increase) and may have some DR from wearing armor. This system makes sense in that game, but it gets a little tedious to compare the DR against the AP for each hit. In Omega World, relic wepons (guns, etc.) ignore the first 5 AC points of non-relic armor. So, +5 natural armor doesn't help at all vs. guns but does against a sword. +5 relic armor is good vs. anything. This is a great, simple system. All that has to be tracked is the "relic AC"; but I found myself wondering about touch relic AC and flat footed relic AC. It didn't come up very often in play, though. Star Wars has been explained. The system has an increasing defense value, and armor is not very protective so as to discourage its efficacy and use. For my D&D/Judge Dredd/Omega World/Star Wars hybrid game, I went witha standard D&D AC value. The Judge armor provides a +6 AC bonus and DR 6/bludgeoning; no AC bonus based on reflex save; and the lawgiver guns bypasses armor up to the AP of the round fired (so armor piercing is very against heavily armored foes). The jedi get no AC bonus as for Defense; but light sabers still ignore armor and DR altogether. The Omega mutant is really unchanged. It has been a good mix so far. [/QUOTE]
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