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Armor that reduces damage.
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<blockquote data-quote="Archangel" data-source="post: 186330" data-attributes="member: 4537"><p>You could try to base it off of the WEG Star Wars attack/damage system - </p><p></p><p>To hit - d20 + BA + Dex Mod + magic/feats/misc.</p><p></p><p>To defend - d20 + BA + Dex Mod + magic/feats/misc.</p><p></p><p>To damage - weapon damage dice + Hit Die type (represents not only toughness to absorb damage but also to dish it out - need something to offset Hit Die resistance) + Str Mod + magic/feats/misc.</p><p></p><p>To resist damage - Hit Die type + Armor Bonus + Con Mod + Natural Armor/feats/magic/misc.</p><p></p><p>If damage roll is equal to or greater than the resist roll, consult chart -</p><p></p><p>0 - 3 = Staggered (character staggered for rest of round and next round, multiple Staggered results only increase the amount of time Staggered until the character has suffered a number of Staggers greater than his Con Mod + 1, at which time he is unconscious for 3d10 minutes - character must rest for a turn to return the number of Staggers he has suffered to 0)</p><p>4 - 9 = Fatigued (second time results in Exhausted)</p><p>10 - 12 (or third 4 - 9 result) = Disabled</p><p>13 - 15 (or second 10 - 12 result) = Unconscious</p><p>16 + (or second 13 - 15 result) = Dead</p><p></p><p>Each of these conditions is covered in the DMG (pgs. 83 - 85).</p><p></p><p>The ranges can be tailored and such. Healing rates will have to be decided (rest so many days, make Con check, if in this range (11+) improve by one step, if in this range (5 - 10) stay the same, if less than this (< 4) get worse by one step). </p><p></p><p>Anyway, most of my players were not amiable to a more realistic game and so I did not pursue this too much (I was working on a classless/levelless/hit pointless system that still would be compatable with the D&D books I have - feats, weapon skill (BA), skills, armor prof., saves, attributes, etc. purchaseable with skill points, which are rewarded instead of experience).</p><p></p><p>I just thought that I would throw that out in case anyone would like to run with it.</p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Archangel, post: 186330, member: 4537"] You could try to base it off of the WEG Star Wars attack/damage system - To hit - d20 + BA + Dex Mod + magic/feats/misc. To defend - d20 + BA + Dex Mod + magic/feats/misc. To damage - weapon damage dice + Hit Die type (represents not only toughness to absorb damage but also to dish it out - need something to offset Hit Die resistance) + Str Mod + magic/feats/misc. To resist damage - Hit Die type + Armor Bonus + Con Mod + Natural Armor/feats/magic/misc. If damage roll is equal to or greater than the resist roll, consult chart - 0 - 3 = Staggered (character staggered for rest of round and next round, multiple Staggered results only increase the amount of time Staggered until the character has suffered a number of Staggers greater than his Con Mod + 1, at which time he is unconscious for 3d10 minutes - character must rest for a turn to return the number of Staggers he has suffered to 0) 4 - 9 = Fatigued (second time results in Exhausted) 10 - 12 (or third 4 - 9 result) = Disabled 13 - 15 (or second 10 - 12 result) = Unconscious 16 + (or second 13 - 15 result) = Dead Each of these conditions is covered in the DMG (pgs. 83 - 85). The ranges can be tailored and such. Healing rates will have to be decided (rest so many days, make Con check, if in this range (11+) improve by one step, if in this range (5 - 10) stay the same, if less than this (< 4) get worse by one step). Anyway, most of my players were not amiable to a more realistic game and so I did not pursue this too much (I was working on a classless/levelless/hit pointless system that still would be compatable with the D&D books I have - feats, weapon skill (BA), skills, armor prof., saves, attributes, etc. purchaseable with skill points, which are rewarded instead of experience). I just thought that I would throw that out in case anyone would like to run with it. Later [/QUOTE]
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Armor that reduces damage.
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