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*Pathfinder & Starfinder
Awfully Alarmed About Armour
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<blockquote data-quote="Crazy Jerome" data-source="post: 5940259" data-attributes="member: 54877"><p>Keeping it simple as possible, if I were to do anything (and that's still an "if"), I'd do this:</p><ul> <li data-xf-list-type="ul">Light armor - as normal</li> <li data-xf-list-type="ul">Medium armor - better AC than light, very minor movement penalties</li> <li data-xf-list-type="ul">Heavy armor - AC like medium, slighlty more movement penalties, some very limited DR (see below)</li> <li data-xf-list-type="ul">Shields - have their own hit points which you can use when appropriate (loosely determined)</li> </ul><p>The DR for heavy armor would be more erratic than usual DR ideas. Would probably go with something like an ability to subtract a die roll from critical hits (or maybe any time max damage is done, if that's what criticals do). A guy in plate is still getting tired, bashed around, and so forth, but when that ogre would have impaled him with the spear, he gets to knock the damage down some. What I don't want is this coming up all the time. </p><p> </p><p>The shield thing is to easily model the shields always wearing out, but not make it a constant thing. You still get that +N to AC for deflecting blows. But when something is bearing down on you hard from the front, you can throw your shield in its way to absorb some of the damage, too.</p><p> </p><p>As a more unified, alternate version of the above, give every armor, including shields, a check to turn criticals into normal hits. (That is, the player rolls some kind of check using the equipment to do this.) Heavier armor gets a better mod to this check than lighter armor. Each time an armor does this, it takes "damage" by losing one of this modifier. When the mod hits zero, the armor is broken. Shields aren't different mechanically in this, but in practice will get used more often and first, because they are generally cheaper.</p><p> </p><p>There. Nothing changes about AC until the armor is finally "broken". Nothing to track on normal hits, rather only on criticals. Getting whacked at a lot means more chances for criticals, which makes heavier armor a better choice when you know that is about to happen.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5940259, member: 54877"] Keeping it simple as possible, if I were to do anything (and that's still an "if"), I'd do this: [LIST] [*]Light armor - as normal [*]Medium armor - better AC than light, very minor movement penalties [*]Heavy armor - AC like medium, slighlty more movement penalties, some very limited DR (see below) [*]Shields - have their own hit points which you can use when appropriate (loosely determined) [/LIST]The DR for heavy armor would be more erratic than usual DR ideas. Would probably go with something like an ability to subtract a die roll from critical hits (or maybe any time max damage is done, if that's what criticals do). A guy in plate is still getting tired, bashed around, and so forth, but when that ogre would have impaled him with the spear, he gets to knock the damage down some. What I don't want is this coming up all the time. The shield thing is to easily model the shields always wearing out, but not make it a constant thing. You still get that +N to AC for deflecting blows. But when something is bearing down on you hard from the front, you can throw your shield in its way to absorb some of the damage, too. As a more unified, alternate version of the above, give every armor, including shields, a check to turn criticals into normal hits. (That is, the player rolls some kind of check using the equipment to do this.) Heavier armor gets a better mod to this check than lighter armor. Each time an armor does this, it takes "damage" by losing one of this modifier. When the mod hits zero, the armor is broken. Shields aren't different mechanically in this, but in practice will get used more often and first, because they are generally cheaper. There. Nothing changes about AC until the armor is finally "broken". Nothing to track on normal hits, rather only on criticals. Getting whacked at a lot means more chances for criticals, which makes heavier armor a better choice when you know that is about to happen. [/QUOTE]
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Awfully Alarmed About Armour
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