Tony Vargas
Legend
In addition to the Dune 'shields' you mention, there have been other rationalizations. Jedi can deflect ranged attacks and have supernatural skill in melee. In Traveler, powerful guns were avoided on board ship to reduce the risk of decompression. Tradition and laws can figure into it. An advanced culture might ban many sorts of weapons, but still openly carry and duel with some traditional weapon, with practitioners becoming so preternaturally skilled that they erase the advantage simple ranged weapons give to less well-trained combatants (Klingons using batleths in Star Trek for instance). Like the shields, the offense vs defense arms race can favor defense for a time, when it does, melee weapons may be the only technically viable offense. It doesn't have to be personal shields, it could be power armor, minovsky particles, teleportation technology making the range advantage obsolete, or environments - cramps ship interiors, twisting alien hives - in which you simply can't open up range.So, as some of you may have seen from my other recent threads; I'm developing a sci-fantasy space opera setting for 5e. One of the more 'meta' issues I have rattling around my head is 'why would intergalactic, tech-advanced cultures, with access to all manner of guns, still produce a great number of combatants that rely on swords and other melee weapons?'.I love the way that Frank Herbert's Dune deals with this; personal shielding exists that is effective against ranged attacks, but not melee attacks. This would create a believable in setting reason as to why melee fighting is still common.
Conversely, a star-spanning culture could be in technological decline from some peaceful pinnacle. They still have self-maintaining starships to tool around the galaxy, but can't make new ones or repair a ship that's too badly damaged, and ships were all designed in a time of peace, with defensive systems to stop meteorites and other dangers but no offensive weapons. So blowing up the other guy's ship is out of the question, instead, you board. Similarly, all weapons are improvised or made in the current, decadent period, so they're much lower-tech than the other trapping so the setting, maybe all the way down to hand-held blades, maybe high-tech tools misused and abused into weapons, maybe even-more-ancient-artifacts from the culture's violent periods. It's a convenient conceit because you can be fairly arbitrary about what sorts of artifacts were made self-sustaining, like the ships, or still have self-sustaining production facilities, and which are rare, lost, or never developed at that pinnacle.
If they're like Dune shields and require not just a melee attack, but a specific, unintuitive type of attack, the non-proficient user's Field could provide the same protection against all his attacks (ranged & melee) as it provides him vs ranged attacks, because he isn't trained to make the right /kind/ of melee attack to get out of his own shield, as well as through an enemy's.So, in Spirit (the name of the setting) there is a new armour type called 'Fields', that can be worn at the same time as armour and a shield and doesn't require a free hand. To gain the benefit of a field a character must be proficient, though I'm unsure how to handle their use by characters that are not proficient.
The less reliable they are, the more likely people are to keep using ranged weapons and try to overcome the fields with a massed firepower, instead of relying on melee. As long as ranged damage rolls are fairly swingy (exploding d10's for instance, as opposed to multiple d6s), a fixed DR wouldn't be all that dependable, anyway.I toyed with the idea of using the DR/type mechanic of 3.5, but I want the fields to be effective against all ranged and no melee damage rather than against certain damage types. I also felt that just giving a flat resistance to ranged damage would be too powerful and potentially unbalancing. I don't like the idea of fields being totally a reliable technology either.
D&D tradition suggest a d6, with a 1:6 chance of the field failing. Alternately, you could roll 'soak dice' and total them, with that amount being your resistance against that attack. If you're rolling a lot of dice, d6s are convenient, because they're so readily available.At the moment I'm most fond of the idea of fields providing the character with a number of 'soak dice' dependant on the cost of the field, that can be rolled whenever hit by a ranged attack, if a certain number is rolled then the character gains resistance against that attack (on a 6 if I were to use d6's), this makes fields effective but unreliable. Though I'm unsure what die to use for soak (d4, d6 etc).
I think DR is fine. They could also 'deflect' ranged attacks giving aIt may be the case that I'm being too complex and fields instead should just offer a flat damage reduction, let me know what you think, I'm open to any discussion/suggestion.
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