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Armor in RPG's
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<blockquote data-quote="Thunderfoot" data-source="post: 4105462" data-attributes="member: 34175"><p>The problem with any system that I have used is it fails the physics principle - simple, elegant, useful. (BTW string theory is a pipe dream and doesn't fit the physic model either)</p><p></p><p>So, what do I mean:</p><p></p><p>The current system - actually a combined system AC and HP TOGETHER make the system, which is why when you toy with only one part of the equation the system seems to make you either uber hard to kill or a one shot nancy-boy. It isn't elegant, but it is simple and useful - two points for current system</p><p></p><p>Hit location versus damage reduction systems - By far the most accurate systems, they can tell or foretell a killing blow versus a glancing annoyance. The intricacies of these systems make storytelling a brilliant delight and math and paperwork so thick as to give an IRS audit accountant a brain hemorrhage. Useful absolutely, elegant kind of, simple - not in this world or the next. - Two points for charts and graphs</p><p></p><p>Damage reduction over hit points - trying to alter the "Broken half" of the original. Armor is a reduction system, any structural engineer can show that ablation equals protection. True, in the modern workings of armor absorption and ablation are prime factors, however, in historical context, absorption and deflection were the prime factors in armor production. The systems suffer from many minor defects, mostly an either gradual creeping defensive curve in some systems or a gradually decreasing curve in others. (IOW in some campaigns it becomes nearly impossible to hit at high levels and in others its just as effective to run around in a loincloth) - Simple - usually, useful - maybe, elegant - never. Two points for this system.</p><p></p><p>Crap, have you noticed a pattern here... The problem with any system as it stands is you're only getting two wheels on the tricycle and the bicycle is not an option. If someone can create a systems that mimics real world physics, interacts with fantasy meta-magic properties, doesn't have a power curve and doesn't require a degree in differential equations or a masters of calculus to operate, please, show it to me. But frankly, whatever system you choose is the right one for you. Arguments along these lines are as useless as a utter on a bull.</p><p></p><p>(BTW - if you are going to suggest the perfect system, it had better not be from any of the major contenders because I've tried them - D&D isn't it; GURPS, don't insult me; Rolemaster, my brain still hurts from college Calculus, I don't need any higher level learning functions while I am trying to relax....etc, etc, etc)</p></blockquote><p></p>
[QUOTE="Thunderfoot, post: 4105462, member: 34175"] The problem with any system that I have used is it fails the physics principle - simple, elegant, useful. (BTW string theory is a pipe dream and doesn't fit the physic model either) So, what do I mean: The current system - actually a combined system AC and HP TOGETHER make the system, which is why when you toy with only one part of the equation the system seems to make you either uber hard to kill or a one shot nancy-boy. It isn't elegant, but it is simple and useful - two points for current system Hit location versus damage reduction systems - By far the most accurate systems, they can tell or foretell a killing blow versus a glancing annoyance. The intricacies of these systems make storytelling a brilliant delight and math and paperwork so thick as to give an IRS audit accountant a brain hemorrhage. Useful absolutely, elegant kind of, simple - not in this world or the next. - Two points for charts and graphs Damage reduction over hit points - trying to alter the "Broken half" of the original. Armor is a reduction system, any structural engineer can show that ablation equals protection. True, in the modern workings of armor absorption and ablation are prime factors, however, in historical context, absorption and deflection were the prime factors in armor production. The systems suffer from many minor defects, mostly an either gradual creeping defensive curve in some systems or a gradually decreasing curve in others. (IOW in some campaigns it becomes nearly impossible to hit at high levels and in others its just as effective to run around in a loincloth) - Simple - usually, useful - maybe, elegant - never. Two points for this system. Crap, have you noticed a pattern here... The problem with any system as it stands is you're only getting two wheels on the tricycle and the bicycle is not an option. If someone can create a systems that mimics real world physics, interacts with fantasy meta-magic properties, doesn't have a power curve and doesn't require a degree in differential equations or a masters of calculus to operate, please, show it to me. But frankly, whatever system you choose is the right one for you. Arguments along these lines are as useless as a utter on a bull. (BTW - if you are going to suggest the perfect system, it had better not be from any of the major contenders because I've tried them - D&D isn't it; GURPS, don't insult me; Rolemaster, my brain still hurts from college Calculus, I don't need any higher level learning functions while I am trying to relax....etc, etc, etc) [/QUOTE]
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