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Homebrew: Simple Armor durability and degradation rules
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<blockquote data-quote="5ekyu" data-source="post: 7362038" data-attributes="member: 6919838"><p>ClaytonCross</p><p></p><p>"A grittier world" is not a useful goal at this level of weeds development. Its like saying "a world with magic" in that it is a big picture setting element or style but it leaves so broadly open a swath that most anything can be fit inside it.</p><p></p><p>Saying you want tbere to be times when decisions have to be made about resources and choosing lesser options.. That is a little more specific but hits some issues agaiin due to lack of specificity. Let me illustrate:</p><p></p><p>A party with a portable hole will just dump extra suits into it. No real problem there. </p><p></p><p>You already mentioned everybody gets magic armor so... unless you define some tier for that serms like that is an inconsistent approach if as said magic armors are exempt. In my experience, everybody get magic armor is not grittier than many games that just go 5e as written mostly.</p><p></p><p>As for painting others as dismissive your notions as opposed to the mechanics, sorry but you serm wed to the mechanic over the goal. </p><p></p><p>No armor dmg on a hit is something several have mentioned as criticism, esp from "gritty".</p><p></p><p>No accounting for AoE - first with just casual dismissals then with basically very little impact - again something brought up.</p><p></p><p>Bigger attacks not doing more armor damage - again inconsistent and brought up.</p><p></p><p>And of course, direct questions yield "dodges" referencing "personal attacks."</p><p></p><p>You go off on wanting to make characters have to sometimes make these new decisions for "grittier" but lets look at the decisions...</p><p></p><p>Imagine a warrior in sigbificantly damaged plate (paid for with more gold and class features BTW than say light or medium).</p><p></p><p>Imagine the fight is a fairly typical boss fight with boss and minions. </p><p></p><p>Losing the armor may open him up to the minions - making for even,higher DPR loss. </p><p></p><p>So it may be that what passes for "smart play" under CC's world is to **not** use class abilities that give enemies disadvantage on rolls to hit because he has more HP buffer or better HP recovery/healing available than armor. </p><p></p><p>Or...</p><p></p><p>may be that what passes for "smart play" under CC's world is for the crossbow minions to rush into 5' reach so their crossbows get disadvantage and "miss" the man but "hit" the armor. </p><p></p><p>Both of those are direct results of your mechanics... Are they also direct desired aspects of your vague goals about decisions or are they unforseen outcomes of a mechanic first approach?</p><p></p><p></p><p></p><p></p><p></p><p></p><p>There are already ways that "lesser armors" are driven by circumatances - most specifically stealth, weight and price.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7362038, member: 6919838"] ClaytonCross "A grittier world" is not a useful goal at this level of weeds development. Its like saying "a world with magic" in that it is a big picture setting element or style but it leaves so broadly open a swath that most anything can be fit inside it. Saying you want tbere to be times when decisions have to be made about resources and choosing lesser options.. That is a little more specific but hits some issues agaiin due to lack of specificity. Let me illustrate: A party with a portable hole will just dump extra suits into it. No real problem there. You already mentioned everybody gets magic armor so... unless you define some tier for that serms like that is an inconsistent approach if as said magic armors are exempt. In my experience, everybody get magic armor is not grittier than many games that just go 5e as written mostly. As for painting others as dismissive your notions as opposed to the mechanics, sorry but you serm wed to the mechanic over the goal. No armor dmg on a hit is something several have mentioned as criticism, esp from "gritty". No accounting for AoE - first with just casual dismissals then with basically very little impact - again something brought up. Bigger attacks not doing more armor damage - again inconsistent and brought up. And of course, direct questions yield "dodges" referencing "personal attacks." You go off on wanting to make characters have to sometimes make these new decisions for "grittier" but lets look at the decisions... Imagine a warrior in sigbificantly damaged plate (paid for with more gold and class features BTW than say light or medium). Imagine the fight is a fairly typical boss fight with boss and minions. Losing the armor may open him up to the minions - making for even,higher DPR loss. So it may be that what passes for "smart play" under CC's world is to **not** use class abilities that give enemies disadvantage on rolls to hit because he has more HP buffer or better HP recovery/healing available than armor. Or... may be that what passes for "smart play" under CC's world is for the crossbow minions to rush into 5' reach so their crossbows get disadvantage and "miss" the man but "hit" the armor. Both of those are direct results of your mechanics... Are they also direct desired aspects of your vague goals about decisions or are they unforseen outcomes of a mechanic first approach? There are already ways that "lesser armors" are driven by circumatances - most specifically stealth, weight and price. [/QUOTE]
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Homebrew: Simple Armor durability and degradation rules
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