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Homebrew: Simple Armor durability and degradation rules
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<blockquote data-quote="ClaytonCross" data-source="post: 7359474" data-attributes="member: 6880599"><p>I understand that most homebrew is situational... If we are honest I have players who don't want to play some standard games rules so expecting everyone to want to play a homebrew would be silly. </p><p></p><p>I would like to clarify that "armor is never struck and penetrated even for light and medium nor that acid or force or fire damage does any armor damage at all" is <strong>exactly how you play by default never having any wear or tear on your armor and why I am writing these rules</strong> and since you call them players ... they already are "convinced"... I am just making a rule that applies that damage when the armor takes a sufficient amount of it. If the player is hit, then the armor could still be hit just not in a way that damages the armor in a way that reduces its integrity or effectiveness. Similar to how player Hit points don't directly represent "Health" meaning that at half HP your half alive but with somehow full operational, they instead mark a physical standing of endurance as well so recovering HP on a short rest could be considered just recovering battle fatigue or getting your breath back after getting the wind knocked out of you as much or more than actually "healing" wounds.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7359474, member: 6880599"] I understand that most homebrew is situational... If we are honest I have players who don't want to play some standard games rules so expecting everyone to want to play a homebrew would be silly. I would like to clarify that "armor is never struck and penetrated even for light and medium nor that acid or force or fire damage does any armor damage at all" is [B]exactly how you play by default never having any wear or tear on your armor and why I am writing these rules[/B] and since you call them players ... they already are "convinced"... I am just making a rule that applies that damage when the armor takes a sufficient amount of it. If the player is hit, then the armor could still be hit just not in a way that damages the armor in a way that reduces its integrity or effectiveness. Similar to how player Hit points don't directly represent "Health" meaning that at half HP your half alive but with somehow full operational, they instead mark a physical standing of endurance as well so recovering HP on a short rest could be considered just recovering battle fatigue or getting your breath back after getting the wind knocked out of you as much or more than actually "healing" wounds. [/QUOTE]
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Homebrew: Simple Armor durability and degradation rules
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