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Damage to Armour
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<blockquote data-quote="Eccles" data-source="post: 253915" data-attributes="member: 5675"><p>Righty ho.</p><p></p><p>Rather than base the numbers on the amount of damage done, which would require a bit too much maths, and with one dyslexic in my group, maths is something I try to avoid, as it slows things up for all of us, but makes him feel awkward.</p><p></p><p>Therefore I've taken all the calculation duties on myself. I just inflict the damage on any rolls which don't hit the character but would hit on a touch attack roll (ie. which hit the armour or the shield). Eventually, the armour suffers, even through hardness.</p><p></p><p>I'm trying to attach a zip file which contains my excel 'stat book' sheet. It's all useful aids for running combat, and contains: -</p><p></p><p>1. A combat roster on which I have details of my PCs and NPCs, so I can tell by looking whether a hit has touched armour, shield, or missed outright.</p><p></p><p>2. An initiative chart. My group's rececntly taken to rolling 5 initiatives in advance, so when we're surprised, we're REALLY surprised - nobody gets a clue when the DM says 'roll for initiative!' - the NPC initiatives are added at the time of the combat. (I intend to add a column for characters with special search rolls, etc - for instance a dwarf walking down a corridor may deliberately go back over a bit where the DM told him to roll a search. It's metagaming but we all do it... - A pre-rolled table's great - I have 10 rolls, and he'll never know when I'm using them!)</p><p></p><p>3. My home-made fumble table. Whilst I'm happy with 'critical = double damage', the rules for fumbles aren't clear enough. The one on line at the moment is far too dangerous, and the way we were playing it meant I threw away my sword once every 20 attacks. Not satisfactory.</p><p></p><p>4. The Chart of Hardness. Hardness and HP details for weapons (from the book) and armour (made up). Note that I've disregarded the rule which states that magical armour can't be damaged by anything unless it has a similar or better bonus. Magic is hard, but not indestructible.</p><p></p><p>So there we go. I'm also thinking about adding a line of pre-rolled DM dicerolls, although the psychological value of a few dice hitting the screen tells me I probably shouldn't...</p><p></p><p>Anyway, take a look at 'The Eccles System', and let me know what you think!</p></blockquote><p></p>
[QUOTE="Eccles, post: 253915, member: 5675"] Righty ho. Rather than base the numbers on the amount of damage done, which would require a bit too much maths, and with one dyslexic in my group, maths is something I try to avoid, as it slows things up for all of us, but makes him feel awkward. Therefore I've taken all the calculation duties on myself. I just inflict the damage on any rolls which don't hit the character but would hit on a touch attack roll (ie. which hit the armour or the shield). Eventually, the armour suffers, even through hardness. I'm trying to attach a zip file which contains my excel 'stat book' sheet. It's all useful aids for running combat, and contains: - 1. A combat roster on which I have details of my PCs and NPCs, so I can tell by looking whether a hit has touched armour, shield, or missed outright. 2. An initiative chart. My group's rececntly taken to rolling 5 initiatives in advance, so when we're surprised, we're REALLY surprised - nobody gets a clue when the DM says 'roll for initiative!' - the NPC initiatives are added at the time of the combat. (I intend to add a column for characters with special search rolls, etc - for instance a dwarf walking down a corridor may deliberately go back over a bit where the DM told him to roll a search. It's metagaming but we all do it... - A pre-rolled table's great - I have 10 rolls, and he'll never know when I'm using them!) 3. My home-made fumble table. Whilst I'm happy with 'critical = double damage', the rules for fumbles aren't clear enough. The one on line at the moment is far too dangerous, and the way we were playing it meant I threw away my sword once every 20 attacks. Not satisfactory. 4. The Chart of Hardness. Hardness and HP details for weapons (from the book) and armour (made up). Note that I've disregarded the rule which states that magical armour can't be damaged by anything unless it has a similar or better bonus. Magic is hard, but not indestructible. So there we go. I'm also thinking about adding a line of pre-rolled DM dicerolls, although the psychological value of a few dice hitting the screen tells me I probably shouldn't... Anyway, take a look at 'The Eccles System', and let me know what you think! [/QUOTE]
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