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Homebrew: Simple Armor durability and degradation rules
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<blockquote data-quote="ClaytonCross" data-source="post: 7359556" data-attributes="member: 6880599"><p>I updated my original post to address this. Taken as a single homebrew change your not wrong. If on the other hand you consider that making a grittier world with other homebrew options effecting other classes then that argument becomes irrelevant. An example would be if I also had a rule removing arcane focus from the game and as a result requiring casters to track individual materials for spells instead of hand waving everything but cost materials alternatively it might be used in a low magic game where casters are not an option at all. I know your going to say well what about Barbarians and Monks then and that's again a valid point. I however, am not trying to come up with all the rules for a homebrew campaign in this post and raising the question and continually measuring a single homebrew option by what other options I might or might not have topic and off point unless your using it to illustrate how to improve the idea.</p><p></p><p>Your post about AoE and acid damage is 100% on point and exactly what I am looking for. That was a constructive post. </p><p></p><p>Your point about armor getting damaged more during longer fights near the end of the game is not necessarily true because you lose HP each time you get hit but you will only lose armor durability if they miss and in a relative small range. If the armor only breaks down after level 15 to begin with it might be that it only causes a once a game event and your worries are unfounded. Neither of use really have a point here with out play testing and it could easily be resolved by raising durability if its too low. So while I am listening to that argument its not supported with anything tangible and in a post as hostile as this one it comes across as concept hate ravings not constructive conversation. </p><p></p><p>Saying someone's idea is "stupid because its not my style" is not a useful post. Nor is saying "The game is not about realism and I don't want it" because that is totally irrelevant in that wanting a cost and wear of battle with cost that does not require ether of us to have or want a game with magic to be "realistic". Its not about being realistic, its about having a wear and degradation with a cost to unpredictability for story points and to mix the game up once in a while. I would make magic items durability free yes but I still image most players not to have magic armor possible at all during the campaign. If they don't want to deal with though I would consider trying to get some a valid approach but then... there is still a cost to that and working to resolve an issue which drives events and story and that's not a bad thinking in a game of story telling ... at least in my unimportant opinion. You of course have a right do disagree.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7359556, member: 6880599"] I updated my original post to address this. Taken as a single homebrew change your not wrong. If on the other hand you consider that making a grittier world with other homebrew options effecting other classes then that argument becomes irrelevant. An example would be if I also had a rule removing arcane focus from the game and as a result requiring casters to track individual materials for spells instead of hand waving everything but cost materials alternatively it might be used in a low magic game where casters are not an option at all. I know your going to say well what about Barbarians and Monks then and that's again a valid point. I however, am not trying to come up with all the rules for a homebrew campaign in this post and raising the question and continually measuring a single homebrew option by what other options I might or might not have topic and off point unless your using it to illustrate how to improve the idea. Your post about AoE and acid damage is 100% on point and exactly what I am looking for. That was a constructive post. Your point about armor getting damaged more during longer fights near the end of the game is not necessarily true because you lose HP each time you get hit but you will only lose armor durability if they miss and in a relative small range. If the armor only breaks down after level 15 to begin with it might be that it only causes a once a game event and your worries are unfounded. Neither of use really have a point here with out play testing and it could easily be resolved by raising durability if its too low. So while I am listening to that argument its not supported with anything tangible and in a post as hostile as this one it comes across as concept hate ravings not constructive conversation. Saying someone's idea is "stupid because its not my style" is not a useful post. Nor is saying "The game is not about realism and I don't want it" because that is totally irrelevant in that wanting a cost and wear of battle with cost that does not require ether of us to have or want a game with magic to be "realistic". Its not about being realistic, its about having a wear and degradation with a cost to unpredictability for story points and to mix the game up once in a while. I would make magic items durability free yes but I still image most players not to have magic armor possible at all during the campaign. If they don't want to deal with though I would consider trying to get some a valid approach but then... there is still a cost to that and working to resolve an issue which drives events and story and that's not a bad thinking in a game of story telling ... at least in my unimportant opinion. You of course have a right do disagree. [/QUOTE]
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Homebrew: Simple Armor durability and degradation rules
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