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Armor in Next
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<blockquote data-quote="Crazy Jerome" data-source="post: 5960520" data-attributes="member: 54877"><p>If I'm going to that kind of trouble, I'd just as soon give each armor some "hit points" that add to the hit point total of the character, with heavier armor giving more than lighter armor. There are several ways that can be ruled to come off, and modules would support those variants. (The simplest way is that it comes off first or last, depending upon whether you treat the early damage as being wounded or simply wearing you down. Coming off first I think has more advantages than would first be apparent.) </p><p> </p><p>For simplicity, I would <strong>not</strong> have such damage affect the AC of the armor, by default. That becomes another "realism" module if you want to use it. When your armor is really beat up, it still deflects blows. But until you get those hit points "repaired," it can't soak any more. </p><p> </p><p>This sounds counter-intuitive on first blush, but I think it actually fits the D&D abstractions of armor and hit points a lot better than normal DR.</p><p> </p><p>As a bonus, this provides another method of "healing" for low-magic games, in that repairing armor is something that skilled characters can do. You can also have spells from non-traditional healers that do this. But it can only go so far, since armor would be a fraction of the total hit points (more at low levels, less at higher levels, even with magic adding to the hit point totals of armor). It also opens up some nifty options for different shield usage.</p><p> </p><p>The net effect is that a fighter in plate isn't much threated by a small pack of kobolds in isolation. He'll kill them all before they get any kind of real blow through his armor. But the soak isn't infinite. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5960520, member: 54877"] If I'm going to that kind of trouble, I'd just as soon give each armor some "hit points" that add to the hit point total of the character, with heavier armor giving more than lighter armor. There are several ways that can be ruled to come off, and modules would support those variants. (The simplest way is that it comes off first or last, depending upon whether you treat the early damage as being wounded or simply wearing you down. Coming off first I think has more advantages than would first be apparent.) For simplicity, I would [B]not[/B] have such damage affect the AC of the armor, by default. That becomes another "realism" module if you want to use it. When your armor is really beat up, it still deflects blows. But until you get those hit points "repaired," it can't soak any more. This sounds counter-intuitive on first blush, but I think it actually fits the D&D abstractions of armor and hit points a lot better than normal DR. As a bonus, this provides another method of "healing" for low-magic games, in that repairing armor is something that skilled characters can do. You can also have spells from non-traditional healers that do this. But it can only go so far, since armor would be a fraction of the total hit points (more at low levels, less at higher levels, even with magic adding to the hit point totals of armor). It also opens up some nifty options for different shield usage. The net effect is that a fighter in plate isn't much threated by a small pack of kobolds in isolation. He'll kill them all before they get any kind of real blow through his armor. But the soak isn't infinite. :D [/QUOTE]
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