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Cyberpunk Armor in D&D
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<blockquote data-quote="Sparky McDibben" data-source="post: 9305185" data-attributes="member: 7041430"><p>Wanted to do something interesting for some of my bad guys, and I thought about borrowing Cyberpunk-style armor for a D&D bad guy. Mechanically, armor in Cyberpunk doesn't make you harder to hit, it makes you harder to hurt. Armor's Stopping Power (SP) reduces the damage you take. When damage gets through, it reduces the SP by one. So I figured this is a great time to double-dip. </p><p></p><p>Mechanically, I'd like to do a wizard with an AC of 20 (using an upgunned <em>mage armor</em> spell that means he can't cast <em>shield</em>). If you hit, you subtract 20 from the damage. If this would reduce the damage to or below zero, nothing happens. If any damage penetrates, it reduces the wizard's AC by 1. The AC is still subtracted from any damage dealt by AoE spells, but also ablated in the same way. </p><p></p><p>Narratively, we see this as something like ERA, detonating to blunt enemy attacks. </p><p></p><p>Do we have anything on "average PC damage" that I can use to test how effective this would be against the PCs? </p><p></p><p>[SPOILER="Party Status"]</p><p>Party composition are a monk (Mercy), barbarian (Bear Totem), rogue (Swashbuckler), sorcerer (Aberrant Mind), and cleric (Twilight). They are all 17th level, all have attack bonuses upward of +14, and all have double feats. However, based on when I plan to drop this guy, I suspect that most of the 8th and 9th level slots will be gone, and they'll probably be around half hp. I plan to drop this mage with an upgraded archmage spell list and three (reskinned) fire giants.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Sparky McDibben, post: 9305185, member: 7041430"] Wanted to do something interesting for some of my bad guys, and I thought about borrowing Cyberpunk-style armor for a D&D bad guy. Mechanically, armor in Cyberpunk doesn't make you harder to hit, it makes you harder to hurt. Armor's Stopping Power (SP) reduces the damage you take. When damage gets through, it reduces the SP by one. So I figured this is a great time to double-dip. Mechanically, I'd like to do a wizard with an AC of 20 (using an upgunned [I]mage armor[/I] spell that means he can't cast [I]shield[/I]). If you hit, you subtract 20 from the damage. If this would reduce the damage to or below zero, nothing happens. If any damage penetrates, it reduces the wizard's AC by 1. The AC is still subtracted from any damage dealt by AoE spells, but also ablated in the same way. Narratively, we see this as something like ERA, detonating to blunt enemy attacks. Do we have anything on "average PC damage" that I can use to test how effective this would be against the PCs? [SPOILER="Party Status"] Party composition are a monk (Mercy), barbarian (Bear Totem), rogue (Swashbuckler), sorcerer (Aberrant Mind), and cleric (Twilight). They are all 17th level, all have attack bonuses upward of +14, and all have double feats. However, based on when I plan to drop this guy, I suspect that most of the 8th and 9th level slots will be gone, and they'll probably be around half hp. I plan to drop this mage with an upgraded archmage spell list and three (reskinned) fire giants. [/SPOILER] [/QUOTE]
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