redkobold
Explorer
Armor Damage Reduction
This article is to address a notion in the core rules that has been troublesome to me. I find it counter-intuitive that heavy metal armor would make one harder to hit rather than harder to hurt. The following revisions to the Standard Reference Document in my attempt to address this issue are below. Also resented in this article are some changes critical threats/hits, effects of damage to a character reducing him/her to 0 or fewer hit points and the “staggered” condition. These last few are more house rules in my campaign.
Take a look and give me some input on using armor as damage reduction.
I am not looking for a totally realistic system, just something a little more logical. I feel that this will work at lower levels but at higher levels, there may be some problems.
This article is to address a notion in the core rules that has been troublesome to me. I find it counter-intuitive that heavy metal armor would make one harder to hit rather than harder to hurt. The following revisions to the Standard Reference Document in my attempt to address this issue are below. Also resented in this article are some changes critical threats/hits, effects of damage to a character reducing him/her to 0 or fewer hit points and the “staggered” condition. These last few are more house rules in my campaign.
Take a look and give me some input on using armor as damage reduction.
I am not looking for a totally realistic system, just something a little more logical. I feel that this will work at lower levels but at higher levels, there may be some problems.