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Homebrew: Simple Armor durability and degradation rules
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<blockquote data-quote="ClaytonCross" data-source="post: 7360356" data-attributes="member: 6880599"><p>That is not a bad idea. Someone else said something very similar about one part and then second person mentioned another. My view..</p><p></p><p>1. The largest part to me is that that a critical hit to a player seems like it could also be looked at as an attack that made it past the armor so thematically it would/could do little or no damage to the armor. So taking hits on missing the player in the range of the armor represents using the armor in that defense. Also, these means AoE would never damage armor since enemies can't get a critical on a save. That was also pointed out as an issue. But there is a pass or fail on a save so going with failed saves was a path I had considered to respect that.</p><p></p><p>2. It makes since to me that the more likely you are to be saved by your armor then the more damage the armor is taking in place of you. Using the rating of the armor to determine when the armor is damaged on a miss reduces the chance but by comparison to the protection.</p><p></p><p>If it turns out that the durability rate is too low due to being hit in that rang too often I think I would just change the multiplier to increase durability so that I could thematically keep the "armor takes damage when doing its job". That said I am not discarding the idea I am holding as a secondary back up to the mechanical goal. It could be after testing that the way I describe is just too much to track and happens too often and in that case I might through it aside for something along what you have said. Thematically though that seems more like a way to increase the effect of critical hits in a way that would effect players but not really NPCs. I am ok with wear and tear not being as big an issue with NPCs but having critical carry a higher penalty against players adds up. Its the same reason we stopped using the critical blow table in our games because we were all missing legs, arms , and eyes by level 7. I want more gritty than hardcore, if my statements prior said otherwise I chose my word poorly.</p><p></p><p>3. Tracking AC changes has been mentioned by several people. Its something to consider. Right now a all or none approach would be easier to track, however if balancing this to other rules requires me adding durability then I might have to add AC degradation to keep it relevant if that durability increase also causes it to lose impact on the game. So it would be a minor tweak to refine a major change. </p><p></p><p>Again, not a bad path to the same thing. I need some testing to see where I am at first though I think.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7360356, member: 6880599"] That is not a bad idea. Someone else said something very similar about one part and then second person mentioned another. My view.. 1. The largest part to me is that that a critical hit to a player seems like it could also be looked at as an attack that made it past the armor so thematically it would/could do little or no damage to the armor. So taking hits on missing the player in the range of the armor represents using the armor in that defense. Also, these means AoE would never damage armor since enemies can't get a critical on a save. That was also pointed out as an issue. But there is a pass or fail on a save so going with failed saves was a path I had considered to respect that. 2. It makes since to me that the more likely you are to be saved by your armor then the more damage the armor is taking in place of you. Using the rating of the armor to determine when the armor is damaged on a miss reduces the chance but by comparison to the protection. If it turns out that the durability rate is too low due to being hit in that rang too often I think I would just change the multiplier to increase durability so that I could thematically keep the "armor takes damage when doing its job". That said I am not discarding the idea I am holding as a secondary back up to the mechanical goal. It could be after testing that the way I describe is just too much to track and happens too often and in that case I might through it aside for something along what you have said. Thematically though that seems more like a way to increase the effect of critical hits in a way that would effect players but not really NPCs. I am ok with wear and tear not being as big an issue with NPCs but having critical carry a higher penalty against players adds up. Its the same reason we stopped using the critical blow table in our games because we were all missing legs, arms , and eyes by level 7. I want more gritty than hardcore, if my statements prior said otherwise I chose my word poorly. 3. Tracking AC changes has been mentioned by several people. Its something to consider. Right now a all or none approach would be easier to track, however if balancing this to other rules requires me adding durability then I might have to add AC degradation to keep it relevant if that durability increase also causes it to lose impact on the game. So it would be a minor tweak to refine a major change. Again, not a bad path to the same thing. I need some testing to see where I am at first though I think. [/QUOTE]
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