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Homebrew: Simple Armor durability and degradation rules
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<blockquote data-quote="ClaytonCross" data-source="post: 7362641" data-attributes="member: 6880599"><p>First I never said everybody gets magic items, I only mentioned it as way to let one disgruntled player get away from this. Second, I have said in other posts, It would likely be a low magic campaign so magic armor and portable holes etc.. would be uncommon. I am not saying they would not have a chance at it but with the aim of gritty I would be thronging it out as you describe. </p><p>My quote was:</p><p>"I would say magic items are immune and so it will be less of a big deal a higher levels." so I can see why you though this was my final solution but and perhaps a little dismissive of your concern. For that I am sorry but my primary thought was that without play testing I don't know if what your saying is true but if it was I could compensate by giving the tank magic armor while I figure out a fix. It is not the fix but then again I am still not sure that is an issue.</p><p></p><p>To your actual statements on the system.</p><p></p><p> </p><p>I answered this several times. its already covered by HP not being just health and I don't want to double stack that. It seems unfair to the player. I like the idea of balancing misses and hits to a constant drain for the gritty feel better. </p><p></p><p> </p><p>I did not dismiss this I just overlooked it and when you brought it up I IMMEDIATLY accounted for it. As far as "little impact" I changed all damage to 1 in the first post after talking to Oofta where he did some math and I did some math and a good case was made that the armor would degrade too quickly. So half the damage should double the life of armor (it may still need to be tweaked, play testing needed). As such though AoE damage does the same damage as any other.</p><p></p><p> </p><p>Most people do not roll damage on a miss in my experience because why would you? HP scales with damage on hit to hits so that is already accounted for.</p><p>Armor damage scaling on hits is likely to cause the issue of armor being worthless at high levels that you and Oofta brought up. Not scaling durability lose with damage makes the armor durability system hold up better across levels which goes to help with your concern on that point. Its also not an uncommon design as I have seen damage as a 1 per hit no matter the damage in many RPGs that work fine. So its beneficial to scale, viable for mechanic, and since higher damage usually comes from targets that at more prone to hit its already addressed in the HP system.</p><p></p><p> </p><p>Simply untrue, I answered them before and I answered them here yet again.</p><p></p><p></p><p></p><p>Sure I actually approve of people wanting to balance damage to armor and damage to HP but it is a balance since if they lose there armor they might be able to look a corpse to replace it but if they die they are dead. ... game over... This is cool dynamic and I actually like it and support that as a gritty game dynamic that I am aiming for.</p><p></p><p></p><p></p><p>Why would they not just drop a crossbow and pull a shortsword? This is bad tactics by the NPCs not smart tactics form the players. A smarter player tactic if being attacked would be to find full cover and wait for the crossbowman to come to them while killing the melee characters free from crossbow fire. Or if the enemy is defending, divide and conquer by ambushing small groups at close range so that they draw their short swords on tern one and crossbows are not a factor. Because what is your alternative stand at range and let them shoot you? </p><p></p><p></p><p></p><p>So far I am on board with this so, if you can come up with an example where I agree we have a problem then as a result of the problem I would look at a fix. Play testing would be a good way to do that. Your just "thronging the baby out with the bath water" on mere premise. Why not look for solutions and fixes instead of trying to just call the premise wrong without testing? What is it about this idea that so offends you that you attack me and my though process without ever considering a way to make it work? </p><p></p><p></p><p></p><p>In my experience playing this is only ever true with people choosing the breast plate over half-plate to be more stealthy. I literally have a player who took encumbrance for plate because he would prefer +4AC over at +25lbs then with a -10 speed over Ring Mail. In fact given the chance I have never seen a player take the ring mail over plate for any reason.... and that is why I am looking at this rule. Price is not even a consideration because they always save to go strait to plate without stepping up. If no plate is on sale they just save their money until they find it or spend more money to hunt it down. It a grittier campaign I would like to make it more a thing than it is.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7362641, member: 6880599"] First I never said everybody gets magic items, I only mentioned it as way to let one disgruntled player get away from this. Second, I have said in other posts, It would likely be a low magic campaign so magic armor and portable holes etc.. would be uncommon. I am not saying they would not have a chance at it but with the aim of gritty I would be thronging it out as you describe. My quote was: "I would say magic items are immune and so it will be less of a big deal a higher levels." so I can see why you though this was my final solution but and perhaps a little dismissive of your concern. For that I am sorry but my primary thought was that without play testing I don't know if what your saying is true but if it was I could compensate by giving the tank magic armor while I figure out a fix. It is not the fix but then again I am still not sure that is an issue. To your actual statements on the system. I answered this several times. its already covered by HP not being just health and I don't want to double stack that. It seems unfair to the player. I like the idea of balancing misses and hits to a constant drain for the gritty feel better. I did not dismiss this I just overlooked it and when you brought it up I IMMEDIATLY accounted for it. As far as "little impact" I changed all damage to 1 in the first post after talking to Oofta where he did some math and I did some math and a good case was made that the armor would degrade too quickly. So half the damage should double the life of armor (it may still need to be tweaked, play testing needed). As such though AoE damage does the same damage as any other. Most people do not roll damage on a miss in my experience because why would you? HP scales with damage on hit to hits so that is already accounted for. Armor damage scaling on hits is likely to cause the issue of armor being worthless at high levels that you and Oofta brought up. Not scaling durability lose with damage makes the armor durability system hold up better across levels which goes to help with your concern on that point. Its also not an uncommon design as I have seen damage as a 1 per hit no matter the damage in many RPGs that work fine. So its beneficial to scale, viable for mechanic, and since higher damage usually comes from targets that at more prone to hit its already addressed in the HP system. Simply untrue, I answered them before and I answered them here yet again. Sure I actually approve of people wanting to balance damage to armor and damage to HP but it is a balance since if they lose there armor they might be able to look a corpse to replace it but if they die they are dead. ... game over... This is cool dynamic and I actually like it and support that as a gritty game dynamic that I am aiming for. Why would they not just drop a crossbow and pull a shortsword? This is bad tactics by the NPCs not smart tactics form the players. A smarter player tactic if being attacked would be to find full cover and wait for the crossbowman to come to them while killing the melee characters free from crossbow fire. Or if the enemy is defending, divide and conquer by ambushing small groups at close range so that they draw their short swords on tern one and crossbows are not a factor. Because what is your alternative stand at range and let them shoot you? So far I am on board with this so, if you can come up with an example where I agree we have a problem then as a result of the problem I would look at a fix. Play testing would be a good way to do that. Your just "thronging the baby out with the bath water" on mere premise. Why not look for solutions and fixes instead of trying to just call the premise wrong without testing? What is it about this idea that so offends you that you attack me and my though process without ever considering a way to make it work? In my experience playing this is only ever true with people choosing the breast plate over half-plate to be more stealthy. I literally have a player who took encumbrance for plate because he would prefer +4AC over at +25lbs then with a -10 speed over Ring Mail. In fact given the chance I have never seen a player take the ring mail over plate for any reason.... and that is why I am looking at this rule. Price is not even a consideration because they always save to go strait to plate without stepping up. If no plate is on sale they just save their money until they find it or spend more money to hunt it down. It a grittier campaign I would like to make it more a thing than it is. [/QUOTE]
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Homebrew: Simple Armor durability and degradation rules
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