rdpalmer said:
The beauty of d20 is that you can switch games without having to learn a whole new set of rules. However, I've found that many games now are using damage reduction for armor. I want to use a consistent system, so I've been looking into converting the D&D armor into damage reduction. Has anyone successfully implemented a damage reduction system for armor, rather than the standard armor class bonus? I welcome all opinions.
I have a system for this already. Feedback for this would be great. I've never had the opportunity to use it in game, since my players are already suffering from a totally redesigned initiative and hit point system and would buckle under the pressure of more changes. It also includes rules for weapon type vs. armor type, but you can, of course, ignore this. (cut and paste and laziness are to blame)
Damage Reducing Armor
In combat, armor does not actually stop a blow from landing, but instead cushions blows so as to reduce the damage to the wearer, or deflects them in such a way that the force of the blow is directed away from the wearer. Some may prefer an armor system that reflects this.
Under this system, armor provides no bonus to Armor Class (which becomes somewhat of a misnomer, but for simplicity’s sake, this term is still used). The armor rather provides a special form of damage reduction, called Armor Reduction (AR). This works exactly as Damage Reduction (DR) except that it stacks with all forms of DR and it only works against standard attacks from weapons or special attacks that would normally require an attack roll whose DC would be affected by armor (such as the violent thrust option of the telekinesis spell, q.v.). In addition armors have an armor type that affects how different weapon types affect them and there are optional rules for critical threats and damage to armor.
Armor Type
Each armor is split into one of three major types, which affects what types of weapons ignore a portion of the armor’s AR (the weapon type that counters the armor type). The AR of armor is effectively reduced to half its normal value when attacked by a weapon that counters it. When converting armors found in other books, an armor’s AR is equal to its armor bonus. The armor provides no armor bonus under this system.
Plate armor: (full plate, half-plate, banded mail, splint mail) Primarily formed of large pieces of mostly unmalleable material (usually metal) that fit together primarily at joints or anywhere movement needs to be permitted. Plate armor is countered by piercing weapons.
Link armor: (chainmail, scale mail, chain shirt) Formed of small pieces of material that form a clothlike mesh over the body. Link armor is countered by bludgeoning weapons.
Padding armor: (hide, studded leather, leather, padded) Includes armors formed primarily of cloths, skins, or other naturally pliable materials. Not to be confused with padded armor. Padding armor is countered by slashing weapons.
Critical Threats [Optional]
If an attacker rolls a critical threat (but not necessarily a critical hit), the attack automatically ignores AR. This means a critical hit always ignores AR. A weapon such as a dagger is fairly ineffective against an opponent wearing full plate armor, though a wielder with a high strength can sometimes punch through the armor. This optional rule allows a good blow to find its way through the chinks in a particular suit of armor even if the wielder could not normally harm a heavily armored opponent.
Damage to Armor [Optional]
As an optional rule, whenever armor absorbs damage for its wearer, the armor gets damaged instead of the wearer. The armor has a number of hit points equal to 10 times its AR and a hardness based on its material. For every 10 points of damage that the armor absorbs for the wearer, the armor’s AR is decreased by 1. The armor may be repaired at a cost of 10% its base cost times the decrease in AR.
Magical Armor
The enhancement bonus for magical armor does not increase the AR of the armor, but instead increases the Armor Class of the wearer as normal. For example, studded leather +3 would provide an AR of 3 and a +3 bonus to AC. Against slashing weapons, it would only provide an AR of 1, but would still add a +3 enhancement bonus to AC.
Shields
Shields are not affected by this system. They provide a shield bonus to armor class as normal.
Natural Armor
Natural armor is treated as regular armor for the purpose of this system. Just as armor, it grants AR equal to and instead of its natural armor bonus. If a creature with natural armor is wearing conventional armor, attacks are absorbed by armor first. Any damage left over that was not absorbed by the armor is applied to the natural armor. Any damage left over from the natural armor is treated as actual damage.
Natural armor’s type must be determined on a case by case basis by the DM, but the following guidelines may be used. Padding armor is the most common and should be used as the default if a decision cannot be made. Animals with tough hides usually have padding armor. Plate armor is generally reserved for special creatures such as constructs, but unusual plated animals, such as a turtle, also have plate armor. Link armor is generally applied to creatures that are reptilian or fishlike that have protective scales. The DM makes the final decision about what type of armor a creature has.