Armor that reduces damage?

Darklance

First Post
I heard that several systems where armor uses DR instead of an AC bonus had been created here. Anyone have some links to the relevant threads/sites? Thanks.
 

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The simplest system I've heard is this:

Armor Mastery
You are skilled at using a particular type of armor to defend yourself.
Prerequisites: Appropriate Armor Proficiency, base attack bonus +5.
Benefits: When you gain this feat, choose one type of armor. When wearing that type of armor, you gain limited damage reduction. If you choose a light armor, you gain DR 1/-. If you choose medium armor, you gain DR 2/-. If you choose heavy armor, you gain DR 4/-.
Special: You may take this feat multiple times. The effects do not stack. Instead, each time choose a different type of armor.
 


I just posted the most current version our group is using on RGFD, a little copy/paste should do the trick...

Before I get into it I should probably explain what I'm trying to do here. First, the rules work great as is but soon I'm going to throw a little twist in it which me and my group have been hammering out. That little twist is going to be a level based AC bonus, much like in Star Wars or WoT. A figher for example will (very likely) gain a bonus AC equal to a Cleric's BAB. The idea here is to create it in such a way that characters will use *less* armor as they get more and more powerful. Armor, which affords great protection at lower levels becomes an impediment to their combat skill-based AC which will eventually overtake the advantages of carrying a big metal suit. This will create a more cinematic style of play reminiscent of Conan, etc...

With the kinds of opponents characters face at high levels it's just better to just avoid an onrushing 3 ton fist that to see if your armor is up to the challenge. ;-) Light armor will impose a moderate penalty to your Skill AC, Med. armor more yet and Heavy armor will negate it (or very close to it) entirely regardless of level. I won't include these numbers here, but when I get it all sorted out I'll repost them. Armor bonuses shouldn't change much from what you see here.

Note that for these rules: **armor and deflection bonuses will no longer stack.**

Now on with the most current version of the armor rules.


ARMOR AC Bonus DR
Padded +0 1/-
Leather +0 2/-
Studded Leather +1 2/-
Chain Shirt +2 1/-
Hide +1 2/-
Scale mail +2 2/-
Chainmail +3 2/-
Breastplate +3 3/-

SHIELDS (Shields only deflect damage)
Buckler +1
Shield, small, wooden +1
Shield, small, steel +1
Shield, large, wooden +2
Shield, large, steel +2

1. AC Bonus: The ability of the armor to deflect blows. This improves by 1 for every 2 "plusses" for magical armor.
2. DR: How much damage the armor is going to absorb for you. This improves by 1 for every "plus" for magical armor
3. Special materials: DM fiat. Mithril, Adamantite and other special materials may moderately affect AC or DR.
4. Shields: AC also improves by 1 for every 2 "plusses" for magical varieties.

For example:
n/m chainmail, AC +3, DR 2/-
+1 chainmail, AC +3, DR 3/-
+2 chainmail, AC +4, DR 4/-
+3 chainmail, AC +4, DR 5/-
+4 chainmail, AC +5, DR 6/-
+5 chainmail, AC +5, DR 7/-

Armor and Shields IMC are simply denoted differently to eliminate the calculations.

ARMOR DEX Penalty
Padded -0
Leather -0
Studded Leather -1
Chain Shirt -1
Hide -2
Scale mail -2
Chainmail -3
Breastplate -2

SHIELDS
Buckler -0
Shield, small, wooden -0
Shield, small, steel -0
Shield, large, wooden -1
Shield, large, steel -1

1. DEX Penalty: This replaces the Max. Dex bonus.
2. Strong Characters and Armor: For every 4 points of Strength greater than 10, reduce the DEX penalties by 1. For every 2 points of Strength greater than 10, reduce the Armor Check penalties by 1. If your adjusted Armor check penalty is between 0 and -2, you may move at full speed.

For example:
A 18 Strength Fighter in chainmail and carrying a large steel shield suffers a Dex Penalty of -2 and an Armor Check Penalty of -3. If his Strength were 20 his Armor Check Penalty would be low enough to allow him to move at his full rate.

He would have to possess a Strength of 26 to wear chainmail and carry a lg. steel shield without any Dex or Armor Check penalties.



A'koss!
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The Rings of Concordance has a new url!
http://members.shaw.ca/infinity/Main_Page.htm
 

KISS

I kept my alternate rules simple ...

Heavy Armor has DR1, ... full plate and field plate are the same, but Full plate has DR2 (and 150gp more)
 

Damage Reduction???

How about adding the already exsisting hardness rules to armor. It would be the same as using the DR model really and add a bit of realism as well with armor taking some damage.
 

In the system I am working on, the current AC bonuses are split between AC and DR (so full plate gives +4 AC, DR 4; a chain shirt gives +2 AC, DR 2.)

AC also doesn't get DX bonuses: however, it only represents the 'passive' defence of the character, and is the minimum required to hit (if the target is flat-footed.)

The defender under this system gets to make a defence roll (10 + defence bonus) with defence bonus either being BAB + Dex + Weapon Focus + Defending weapon bonus + Expertise/Fighting Defensively for parrying; BAB + shield bonus for shield blocks (although a successful shield block deals damage to the shield); or Reflex save + size bonus + Dodge bonus (such as the Dodge Feat)

So a 5th level fighter with 12 Dex in full plate and with a +1 large shield and +1 longsword (with Focus) has

AC 14, parry +7, block +8, dodge +2

If an attack rolls 13 or less, it misses automatically
If it rolls 14 or more, he can attempt to parry (1d20+7) block (1d20+8 but his shield takes damage) or dodge (1d20+2)

If he fails, he still gets DR 4 against the attack

I haven't yet worked out what to do with multiple attacks, flanking etc. (if anybody has any comments/criticisms/suggestions about this system I'd be very interested to hear them...)
 
Last edited:

saduff said:
Damage Reduction???

How about adding the already exsisting hardness rules to armor. It would be the same as using the DR model really and add a bit of realism as well with armor taking some damage.

My DR rules were based on hardness originally, but I decided that a die range was better because it added more random chance. No "rogue with a short sword gets pasted because he can't get past the knight's DR 8 platemail."
 

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