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Armor converting hpt damage to Subdual
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<blockquote data-quote="CuriousBard" data-source="post: 14513" data-attributes="member: 1923"><p>It's been quite a while since I've visited these boards. If this topic has already been tackled, then bear with me.</p><p></p><p>For armor and natural armor, I keep the AC bonuses the same with purposes of being hit, but I also add an additional feature. Armor will downgrade incoming damage by an amount equal to it's AC bonus. Hpt damage becomes Subdual. Subdual becomes nothing.</p><p></p><p>Example: Chainmail grants a total AC value of 15 (not including any other factors). A roll of 15 or higher scores damage. But the first 5 hpts of damage are counted as subdual damage. In effect, the armor 'padded' the attack slightly.</p><p></p><p>I've used this concept and found that it works for the most part.</p><p></p><p>1). The speed of which an opponent is taken down doesn't change. Even with some hpt damage becoming subdual, the rate at which the current hpt total and subdual total approach each other is the same.</p><p></p><p>2). Characters fall unconscious alot more instead of falling dead or dying. In this way, combat is softer.</p><p></p><p>3). Regeneration ends up gives creatures their Natural AC bonus as Damage Reduction. Since incoming attacks are counted as Subdual, and since Subdual is downgraded to no damage, the AC bonus converts 'subdual' damage to nothing.......in effect, the same ability of Damage Reduction. (Watch out for them trolls).</p><p></p><p>4). Tracking two separate point totals has not proven a problem for myself nor my players.</p><p></p><p>5). Cure Spells and potions have been downgraded as well. They now can either convert hpt damage to Subdual or cure subdual...all depending on how the Cleric targets the wounds. Upon casting a Cure spell he can choose which to convert to which. On the battlefield, curing Subdual is utmost since it gets characters back on their feet immediately. After a Fight, converting hpts to Subdual is the better investment since the character can then heal back hourly instead of daily.</p><p></p><p>So......now that you've read through the basic idea of what I'm doing.....and since by now you've probably formed an opinion of the system....I'm interested in hearing feedback. In my opinion, I'm thinking it makes combat too soft. The chances of being killed are lower (unless your enemy decides to perform a CdG).</p><p></p><p>I'm also considering allowing armor to provide some form of minor protection against the elements. Seeing as many, many years ago women would wear heavy dresses while baking in the kitchen to insulate themselves against the heat, I figure armor might provide a little something. Perhaps too small to even bother tracking....but I'm curious if anyone has done anything like this in their systems.</p><p></p><p>Any thoughts as to how to tweek it better?</p></blockquote><p></p>
[QUOTE="CuriousBard, post: 14513, member: 1923"] It's been quite a while since I've visited these boards. If this topic has already been tackled, then bear with me. For armor and natural armor, I keep the AC bonuses the same with purposes of being hit, but I also add an additional feature. Armor will downgrade incoming damage by an amount equal to it's AC bonus. Hpt damage becomes Subdual. Subdual becomes nothing. Example: Chainmail grants a total AC value of 15 (not including any other factors). A roll of 15 or higher scores damage. But the first 5 hpts of damage are counted as subdual damage. In effect, the armor 'padded' the attack slightly. I've used this concept and found that it works for the most part. 1). The speed of which an opponent is taken down doesn't change. Even with some hpt damage becoming subdual, the rate at which the current hpt total and subdual total approach each other is the same. 2). Characters fall unconscious alot more instead of falling dead or dying. In this way, combat is softer. 3). Regeneration ends up gives creatures their Natural AC bonus as Damage Reduction. Since incoming attacks are counted as Subdual, and since Subdual is downgraded to no damage, the AC bonus converts 'subdual' damage to nothing.......in effect, the same ability of Damage Reduction. (Watch out for them trolls). 4). Tracking two separate point totals has not proven a problem for myself nor my players. 5). Cure Spells and potions have been downgraded as well. They now can either convert hpt damage to Subdual or cure subdual...all depending on how the Cleric targets the wounds. Upon casting a Cure spell he can choose which to convert to which. On the battlefield, curing Subdual is utmost since it gets characters back on their feet immediately. After a Fight, converting hpts to Subdual is the better investment since the character can then heal back hourly instead of daily. So......now that you've read through the basic idea of what I'm doing.....and since by now you've probably formed an opinion of the system....I'm interested in hearing feedback. In my opinion, I'm thinking it makes combat too soft. The chances of being killed are lower (unless your enemy decides to perform a CdG). I'm also considering allowing armor to provide some form of minor protection against the elements. Seeing as many, many years ago women would wear heavy dresses while baking in the kitchen to insulate themselves against the heat, I figure armor might provide a little something. Perhaps too small to even bother tracking....but I'm curious if anyone has done anything like this in their systems. Any thoughts as to how to tweek it better? [/QUOTE]
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