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Armour Points
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<blockquote data-quote="Zentermi" data-source="post: 1060037" data-attributes="member: 9427"><p>I like it. </p><p></p><p>I want to say this next part in a way that isn't critical, because I think you have a well reasoned, adding to realism post.</p><p></p><p>There are reasons why this system could be a pain or be inconsistent.</p><p>1: The DM is in for a tremendous amount of bookeeping for this House Rule as you have described it.</p><p>2: Unless the miss was due to a bad roll or a DEX bonus, a miss... is not really a miss. The armor/shield has actually been hit.</p><p>3: Different armor types may be affected almost not at all by the various conditions mentioned. Metal- almost no affect from Heat/Cold, while (properly)oiled leather suffers very little wear-and-tear from wetness/dryness.</p><p></p><p> Hence, I propose this possible modification:</p><p>Any attack roll that beats a PC's unarmored AC is a hit(unless it beats the armored AC rating, it's just a hit to armor). Any 12hour period exposed to destructive environmental conditions adds a 'hit' as well.</p><p></p><p> Keep your AP, for the various armor types, the same. Instead of damage inflicted to the AP equivalent to damage rolled(I envision a scratch-paper nightmare here), use a set amount of damage per hit to armor. I like 4. You might prefer a higher number. </p><p></p><p> This way, instead of having to track each attack and having PCs/critters roll damage on a technical miss, all you have to do is put a "tic" for each >unarmored hit on a character. At the end of the combat, multiply the number of "tic"s by base strike damage(in my example '4'). If the PC uses a shield, split the total by 2. </p><p></p><p> IRL Armor tends to last through at least several actual combats. If Your PC's happen to be fighting a beasty that can deal the main fighter 80pts of damage, his a** is grass, usally, if he ran into anything else that day(since his armor should be in rough shape already). Might detract from the fun factor.</p><p></p><p> For repair, I think an Armorsmithing check equal to 15+ the AC of the the item would repair AP equal to the AC rating, or perhaps restoring a number of AP equal to what the PC beat the DC by. Critical success should double this, while Critical failure should result in losing double(never resulting in destruction of the item).</p><p></p><p> Another possible addendum for magical armor: At the end of each combat, a number of strikes to the armor/shield will be effectively negated equal to the magical bonus of the armor/shield in question(eg: during the course of a battle PC in plate +3 is hit 7 times- 7*4=28AP, upon end of combat 3 strikes are negated- 3*4=12AP - 28AP for 16AP total. I mean, it's magical fer Chrissake ><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p></blockquote><p></p>
[QUOTE="Zentermi, post: 1060037, member: 9427"] I like it. I want to say this next part in a way that isn't critical, because I think you have a well reasoned, adding to realism post. There are reasons why this system could be a pain or be inconsistent. 1: The DM is in for a tremendous amount of bookeeping for this House Rule as you have described it. 2: Unless the miss was due to a bad roll or a DEX bonus, a miss... is not really a miss. The armor/shield has actually been hit. 3: Different armor types may be affected almost not at all by the various conditions mentioned. Metal- almost no affect from Heat/Cold, while (properly)oiled leather suffers very little wear-and-tear from wetness/dryness. Hence, I propose this possible modification: Any attack roll that beats a PC's unarmored AC is a hit(unless it beats the armored AC rating, it's just a hit to armor). Any 12hour period exposed to destructive environmental conditions adds a 'hit' as well. Keep your AP, for the various armor types, the same. Instead of damage inflicted to the AP equivalent to damage rolled(I envision a scratch-paper nightmare here), use a set amount of damage per hit to armor. I like 4. You might prefer a higher number. This way, instead of having to track each attack and having PCs/critters roll damage on a technical miss, all you have to do is put a "tic" for each >unarmored hit on a character. At the end of the combat, multiply the number of "tic"s by base strike damage(in my example '4'). If the PC uses a shield, split the total by 2. IRL Armor tends to last through at least several actual combats. If Your PC's happen to be fighting a beasty that can deal the main fighter 80pts of damage, his a** is grass, usally, if he ran into anything else that day(since his armor should be in rough shape already). Might detract from the fun factor. For repair, I think an Armorsmithing check equal to 15+ the AC of the the item would repair AP equal to the AC rating, or perhaps restoring a number of AP equal to what the PC beat the DC by. Critical success should double this, while Critical failure should result in losing double(never resulting in destruction of the item). Another possible addendum for magical armor: At the end of each combat, a number of strikes to the armor/shield will be effectively negated equal to the magical bonus of the armor/shield in question(eg: during the course of a battle PC in plate +3 is hit 7 times- 7*4=28AP, upon end of combat 3 strikes are negated- 3*4=12AP - 28AP for 16AP total. I mean, it's magical fer Chrissake >:). [/QUOTE]
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