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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Armor, weapon, and item(?) damage...
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<blockquote data-quote="Nyeshet" data-source="post: 3666569" data-attributes="member: 18363"><p>I'm not sure this can work to well in the core combat system as is. Using armor as DR, however, could make it a lot easier (just keep track of the points the armor absorbs due to DR, perhaps with a 'discount' for non-crit hits). For example, suppose an attack deals 6 dmg, and the armor absorbs 4 of those pts. After about 20 to 100 pts the armor's hp drops by 1 pt - as a way to show wear over time and extended use. Critical hits, however, drop the armor's hp by the actual number of points loss - 2 in the above example, rather than simply applying those points towards a pool that would eventually reduce the hp of the armor by 1 pt. </p><p></p><p>Another consideration is that regular maintenance by the wearer - nightly polishing, etc - can 'repair' the armor. Perhaps every night the fighter can make a Craft (armor) check (DC 5) to reduce the hp loss of the armor by 1 pt. Most of the time, so long as maintenance is semi-daily, it is more than enough to keep the armor in shape. As low as the DC is, the fighter does not even have to spend precious skill ranks in the skill to make it work. However, if the damage builds up (either due to negligence on the fighter's part, or due to extreme damage from one or more criticals that day), then it will need to be seen by a blacksmith, who can repair it (DC 5 + hp dmg perhaps?). </p><p></p><p></p><p>Do either of these ideas work for you? They *do* require using armor as DR to work, but they could be interesting in practice - so long as your players don't mind a bit of extra detail / realism. Some players prefer to gloss over those types of things.</p></blockquote><p></p>
[QUOTE="Nyeshet, post: 3666569, member: 18363"] I'm not sure this can work to well in the core combat system as is. Using armor as DR, however, could make it a lot easier (just keep track of the points the armor absorbs due to DR, perhaps with a 'discount' for non-crit hits). For example, suppose an attack deals 6 dmg, and the armor absorbs 4 of those pts. After about 20 to 100 pts the armor's hp drops by 1 pt - as a way to show wear over time and extended use. Critical hits, however, drop the armor's hp by the actual number of points loss - 2 in the above example, rather than simply applying those points towards a pool that would eventually reduce the hp of the armor by 1 pt. Another consideration is that regular maintenance by the wearer - nightly polishing, etc - can 'repair' the armor. Perhaps every night the fighter can make a Craft (armor) check (DC 5) to reduce the hp loss of the armor by 1 pt. Most of the time, so long as maintenance is semi-daily, it is more than enough to keep the armor in shape. As low as the DC is, the fighter does not even have to spend precious skill ranks in the skill to make it work. However, if the damage builds up (either due to negligence on the fighter's part, or due to extreme damage from one or more criticals that day), then it will need to be seen by a blacksmith, who can repair it (DC 5 + hp dmg perhaps?). Do either of these ideas work for you? They *do* require using armor as DR to work, but they could be interesting in practice - so long as your players don't mind a bit of extra detail / realism. Some players prefer to gloss over those types of things. [/QUOTE]
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Armor, weapon, and item(?) damage...
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