Phoenix8008
First Post
For my next campaign, I was trying to come up with a way to simulate more damage to equipment of PC's- armor, weapons, etc. I know that they can be damaged by area effect spells and such (gotta look that up a little more to familiarize myself again), but I'm thinking of making a house rule to have armor damaged when a PC gets critted. Thanks to frankthedm, I have the list of hardness and HP's for all weapons and armor.
So I'm trying to devise some rules that will be realistic and fair, yet simulate some damage from critical hits going to armor. Not that it would stop any of the damage going to the character, but the armor itself would take half of the damage itself then compare it to the hardness and HP's to apply the damage. Of course, then I'm unsure what to do as far as weapons go. Should they take exceptional damage in any circumstances? Maybe when being used against stone walls/iron doors/something else that's big, solid, and hard?? Let me know what you think here, folks.
With armor for instance, a fighter in nonmagical steel chainmail armor (hardness 10, HP 25) gets hit with a critical for 33 points of damage. He takes his 33 points of damage, then his armor gets hit for half that much, or 16 (half equals 16.5 rounded down per normal). After the 10 hardness, the chainmail would suffer 6 points of damage leaving it at 19 out of 25 HP. This could then be repaired by a competent armor-smith next time the PC's find one. However, it should also impose some sort of AC penalty while the armor is damaged. Not sure what that would be yet though. Maybe -1 AC per 5 points of damage? I think that fits the scale of armor HP's versus AC bonus pretty well.
Tell me what all of you think of this idea. I understand it would be a little more paperwork, but by limiting it to only critical hits, I think it'll be manageable. Any ideas, improvements, or criticisms? You know what to do then...
So I'm trying to devise some rules that will be realistic and fair, yet simulate some damage from critical hits going to armor. Not that it would stop any of the damage going to the character, but the armor itself would take half of the damage itself then compare it to the hardness and HP's to apply the damage. Of course, then I'm unsure what to do as far as weapons go. Should they take exceptional damage in any circumstances? Maybe when being used against stone walls/iron doors/something else that's big, solid, and hard?? Let me know what you think here, folks.
With armor for instance, a fighter in nonmagical steel chainmail armor (hardness 10, HP 25) gets hit with a critical for 33 points of damage. He takes his 33 points of damage, then his armor gets hit for half that much, or 16 (half equals 16.5 rounded down per normal). After the 10 hardness, the chainmail would suffer 6 points of damage leaving it at 19 out of 25 HP. This could then be repaired by a competent armor-smith next time the PC's find one. However, it should also impose some sort of AC penalty while the armor is damaged. Not sure what that would be yet though. Maybe -1 AC per 5 points of damage? I think that fits the scale of armor HP's versus AC bonus pretty well.
Tell me what all of you think of this idea. I understand it would be a little more paperwork, but by limiting it to only critical hits, I think it'll be manageable. Any ideas, improvements, or criticisms? You know what to do then...
