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Crazy armor idea
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<blockquote data-quote="strawpberry" data-source="post: 9483223" data-attributes="member: 7046297"><p>I've been reading into the Witcher TRPG lately, and their armour systems kinda work like this. Instead of an attack roll against AC, there's an attack roll against a defensive manoeuvre roll - but then if the attack connects, you compare the damage with the armour's damage reduction. If the damage is less than the DR, nothing happens. If the damage is more than the DR, any excess damage is done to HP, <em> and</em> the armour's DR is reduced by 1 (cumulatively, until you can get it repaired). Heavy armour has massive DR, but it's expensive to buy, it's expensive to repair, and it comes with dexterity downsides.</p><p></p><p>There are also rules about armour ablation from certain weapon types, and poisons circumventing armour... I haven't had a chance to play the system yet, but these rules seem to support their intended vibes of "hurting someone heavily armoured means you need big swings", as well as "you need to maintain your armour to survive". Could be adaptable to 5e, if those vibes are what you're going for!</p></blockquote><p></p>
[QUOTE="strawpberry, post: 9483223, member: 7046297"] I've been reading into the Witcher TRPG lately, and their armour systems kinda work like this. Instead of an attack roll against AC, there's an attack roll against a defensive manoeuvre roll - but then if the attack connects, you compare the damage with the armour's damage reduction. If the damage is less than the DR, nothing happens. If the damage is more than the DR, any excess damage is done to HP, [I] and[/I] the armour's DR is reduced by 1 (cumulatively, until you can get it repaired). Heavy armour has massive DR, but it's expensive to buy, it's expensive to repair, and it comes with dexterity downsides. There are also rules about armour ablation from certain weapon types, and poisons circumventing armour... I haven't had a chance to play the system yet, but these rules seem to support their intended vibes of "hurting someone heavily armoured means you need big swings", as well as "you need to maintain your armour to survive". Could be adaptable to 5e, if those vibes are what you're going for! [/QUOTE]
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