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Armor in RPG's
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<blockquote data-quote="jmucchiello" data-source="post: 4105849" data-attributes="member: 813"><p>Hit point loss does not equal physical wounds.</p><p>Hit point loss does not equal physical wounds.</p><p>Hit point loss does not equal physical wounds.</p><p>Hit point loss does not equal physical wounds.</p><p></p><p>Play a different game if you want that. Hit points are an abstraction that takes into account both vitality and fighting ability. This is why my temporary hit point solution includes character level. The epic 21st rogue uses his armor to better advantage than the 1st level fighter. Thus his leather armor actual protects him better (by providing more temp hp). </p><p></p><p>But, when it comes to a snake bite, you need to know if the snake bit into flesh. Thus the armor as damage absorption is irrelevant. You need armor as keeping those fangs off my flesh. So adding the AC bonus to the Fort save makes sense. Against a disintegrate ray, the armor doesn't make it harder for the ray to "penetrate" and thus it would not add. </p><p></p><p>As for armor damage, again, this doesn't make sense in an abstract combat system. You need a system where every successful hit means blood before you can graft on armor damage.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 4105849, member: 813"] Hit point loss does not equal physical wounds. Hit point loss does not equal physical wounds. Hit point loss does not equal physical wounds. Hit point loss does not equal physical wounds. Play a different game if you want that. Hit points are an abstraction that takes into account both vitality and fighting ability. This is why my temporary hit point solution includes character level. The epic 21st rogue uses his armor to better advantage than the 1st level fighter. Thus his leather armor actual protects him better (by providing more temp hp). But, when it comes to a snake bite, you need to know if the snake bit into flesh. Thus the armor as damage absorption is irrelevant. You need armor as keeping those fangs off my flesh. So adding the AC bonus to the Fort save makes sense. Against a disintegrate ray, the armor doesn't make it harder for the ray to "penetrate" and thus it would not add. As for armor damage, again, this doesn't make sense in an abstract combat system. You need a system where every successful hit means blood before you can graft on armor damage. [/QUOTE]
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