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Homebrew: Simple Armor durability and degradation rules
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<blockquote data-quote="ClaytonCross" data-source="post: 7361346" data-attributes="member: 6880599"><p>Ok. more math different scenario. Testing needed.</p><p></p><p></p><p></p><p>This is the start of an idea and I want to see where its going but its not quite a full suggestion and I am not sure how to fill in the blanks.</p><p></p><p></p><p></p><p>So the basic question of why was/is that I want a grittier world. To elaborate a world where things degrade, supplies run short, and players struggle with hard decisions about want they need and how they are going to get it moving forward. I destructible armor from level 1 is one aspect of the game that I am looking at to go in that direction. But you know that you mention it below.... I also commented before I am not looking for "more realism" in a world with dragons and magic, I am using something we can relate to add draining resource to gold and to create story sub plots for replacing equipment and managing resources. </p><p></p><p></p><p></p><p>Thematically if your looking at it like its the armors AC then a hit could hit the armor but at a point where it does more damage to the person than the armor to the point that while you maybe hitting the armor but the damage to its structure and functionality is unaffected. </p><p></p><p>Mechanically if your typically hit more than your missed particularly at higher levels so if you have a problem with how often the armor will take damage you just magnified it. I limited to hit and hit within the range of the armor to limit the rolls that would damage the armor.</p><p></p><p>If I do change to hits instead of misses it would be on critical hits only as mentioned a couple of times that has become my backup idea. The issues that make this my secondary choice is that first a critical could be an attack around armor and I feel like that is double jeopardy on hits because they are already taking hit point damage. Doing it on miss means tracking on or the other so your engaged ether way. If you had a fight against little "minions" there is not lose there if they keep missing adding armor damage mean that gains wear. If you have a powerful boss that never misses then you don't have to worry about your armor but you might die. This means in both situations you have worry and a drain which suites my goal. I could be wrong but I am more for tweaking and fixing this idea before I just through it out. If it doesn't work in the end going to a critical hit system will be my backup.</p><p></p><p></p><p></p><p>The healing thing is something I am already considering... just not in this thread. It maybe a another post or since there are plenty on that already I may be able to get a good idea from just reading them. The bold statement is true so but "fluff" and "cost" to me could also be translated to "story" and "risk reward" and that's part of good story telling. "Just" is not how I would describe them unless I was playing "D&D combat simulator" or a heroic campaign where I have no problems and every loves me.... I don't enjoy those and this is not a thread for those people. I know some. Best wishes to them.</p><p></p><p></p><p></p><p>... So I adjusted damage on my original post based on yours (from 2 down to 1), I added AoE damage as a result of another and I am considering a critical system instead of a missing my deflecting damage on the armor. ...I am not only interested in feedback but I am using it. This is just a snide comment that shows your more interested in being hostile than helpful. Still... knowing this from your past posts I read and considered every point you made because even if your just here to be a jerk you can have a valid point. If your done on this thread that's fine. I would prefer constructive criticism from less hostile posters but If I only listened to nice reasonable people on these forums I would have a hard time getting a second opinion and different points of view. </p><p></p><p>It is what it is.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7361346, member: 6880599"] Ok. more math different scenario. Testing needed. This is the start of an idea and I want to see where its going but its not quite a full suggestion and I am not sure how to fill in the blanks. So the basic question of why was/is that I want a grittier world. To elaborate a world where things degrade, supplies run short, and players struggle with hard decisions about want they need and how they are going to get it moving forward. I destructible armor from level 1 is one aspect of the game that I am looking at to go in that direction. But you know that you mention it below.... I also commented before I am not looking for "more realism" in a world with dragons and magic, I am using something we can relate to add draining resource to gold and to create story sub plots for replacing equipment and managing resources. Thematically if your looking at it like its the armors AC then a hit could hit the armor but at a point where it does more damage to the person than the armor to the point that while you maybe hitting the armor but the damage to its structure and functionality is unaffected. Mechanically if your typically hit more than your missed particularly at higher levels so if you have a problem with how often the armor will take damage you just magnified it. I limited to hit and hit within the range of the armor to limit the rolls that would damage the armor. If I do change to hits instead of misses it would be on critical hits only as mentioned a couple of times that has become my backup idea. The issues that make this my secondary choice is that first a critical could be an attack around armor and I feel like that is double jeopardy on hits because they are already taking hit point damage. Doing it on miss means tracking on or the other so your engaged ether way. If you had a fight against little "minions" there is not lose there if they keep missing adding armor damage mean that gains wear. If you have a powerful boss that never misses then you don't have to worry about your armor but you might die. This means in both situations you have worry and a drain which suites my goal. I could be wrong but I am more for tweaking and fixing this idea before I just through it out. If it doesn't work in the end going to a critical hit system will be my backup. The healing thing is something I am already considering... just not in this thread. It maybe a another post or since there are plenty on that already I may be able to get a good idea from just reading them. The bold statement is true so but "fluff" and "cost" to me could also be translated to "story" and "risk reward" and that's part of good story telling. "Just" is not how I would describe them unless I was playing "D&D combat simulator" or a heroic campaign where I have no problems and every loves me.... I don't enjoy those and this is not a thread for those people. I know some. Best wishes to them. ... So I adjusted damage on my original post based on yours (from 2 down to 1), I added AoE damage as a result of another and I am considering a critical system instead of a missing my deflecting damage on the armor. ...I am not only interested in feedback but I am using it. This is just a snide comment that shows your more interested in being hostile than helpful. Still... knowing this from your past posts I read and considered every point you made because even if your just here to be a jerk you can have a valid point. If your done on this thread that's fine. I would prefer constructive criticism from less hostile posters but If I only listened to nice reasonable people on these forums I would have a hard time getting a second opinion and different points of view. It is what it is. [/QUOTE]
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