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Armor in RPG's
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<blockquote data-quote="Arkhandus" data-source="post: 4104038" data-attributes="member: 13966"><p>The Chronicles of Ramlar (not d20, though similar to D&D or AD&D in many ways) handles armor reasonably well like this, but probably not quite as well as it should (or at least not quite as completely as you're looking for). Armor is generally ablative in Chronicles of Ramlar; it gives you armor points in each armored location, which soak up damage until they're exhausted, at which point the armor in that location is broken.</p><p></p><p>You can get either a full suit of a particular armor type, or equip different kinds of armor to different hit locations. Each type of armor or piece of armor has an Encumbrance Value (which is for determining if you're encumbered or not, and it penalizes roguish skills for sneaking and stuff as appropriate), a cost, a particular value in armor points, and a Defense Modifier. Most armors have either a +0 Defense Modifier, or a negative one, like -1 or -5 or whatever; this is essentially like a penalty to Armor Class in D&D terms, making you easier to hit. However, some of the lighter armors instead give a Defense bonus of +1 or +2, making you a bit harder to hit, since they don't interfere as much with your movement and just help deflect or block attacks a bit.</p><p></p><p>Chainmail reduces damage from slashing attacks by 5 points, but for some reason they didn't make any similar rules for other armor types. The heavier an armor is, the more expensive it'll be, the more armor points it'll grant to hit locations covered by it, the higher its Encumbrance Value will be, and lower its Defense Modifier will be. A few spells in the game ignore armor, IIRC, but most do not.</p><p></p><p>Armor in The Chronicles of Ramlar can be repaired to its normal armor point value after suffering damage, and it can be customized with upgrades through the proper skill and expending some time, money, and skill rolls.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4104038, member: 13966"] The Chronicles of Ramlar (not d20, though similar to D&D or AD&D in many ways) handles armor reasonably well like this, but probably not quite as well as it should (or at least not quite as completely as you're looking for). Armor is generally ablative in Chronicles of Ramlar; it gives you armor points in each armored location, which soak up damage until they're exhausted, at which point the armor in that location is broken. You can get either a full suit of a particular armor type, or equip different kinds of armor to different hit locations. Each type of armor or piece of armor has an Encumbrance Value (which is for determining if you're encumbered or not, and it penalizes roguish skills for sneaking and stuff as appropriate), a cost, a particular value in armor points, and a Defense Modifier. Most armors have either a +0 Defense Modifier, or a negative one, like -1 or -5 or whatever; this is essentially like a penalty to Armor Class in D&D terms, making you easier to hit. However, some of the lighter armors instead give a Defense bonus of +1 or +2, making you a bit harder to hit, since they don't interfere as much with your movement and just help deflect or block attacks a bit. Chainmail reduces damage from slashing attacks by 5 points, but for some reason they didn't make any similar rules for other armor types. The heavier an armor is, the more expensive it'll be, the more armor points it'll grant to hit locations covered by it, the higher its Encumbrance Value will be, and lower its Defense Modifier will be. A few spells in the game ignore armor, IIRC, but most do not. Armor in The Chronicles of Ramlar can be repaired to its normal armor point value after suffering damage, and it can be customized with upgrades through the proper skill and expending some time, money, and skill rolls. [/QUOTE]
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