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Is it finally time..
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<blockquote data-quote="Greenfield" data-source="post: 6049555" data-attributes="member: 6669384"><p>Armor HP are an interesting idea. I could see "Ablative" as an armor trait.</p><p></p><p>But I agree that you'd need to keep track of real HP v Armor HP, since the armor won't repair itself when the <em>Cure Serious</em> kicks in.</p><p></p><p>I've worked with other systems that use armor as damage reduction as well. The Hero System (Champions, Fantasy Hero etc.) works that way.</p><p></p><p>One frustration I ran into played out as follows...</p><p></p><p>Player: I attack the enemy. (Rolls dice...) I hit!</p><p></p><p>DM: Let me check Activation (did he get his shield into play). (Rolls dice...)</p><p></p><p>Player: (Totaling dice rolled, counting 6s and 1s, as called for by Hero System) I did 25 points of Stun and 8 Body (their version of hit points).</p><p></p><p>DM: (Consults enemy character sheet...) It bounces. Next?</p><p></p><p>Lots of dice rolling, lots of math, ending in a functional miss. Talk about slow play.</p><p></p><p>I've experimented with a system that used a variant on that, where Armor points were good for damage reduction, up to one half of the damage dealt. So the guy always felt something if he got hit. It eliminated the frustration of hitting someone then finding out that you really didn't(i.e. no damage got through). But it added a bit more math to the system, and slowed play.</p><p></p><p>I don't mind the math, but I hate it when working the mechanics of the game drains off the adrenaline of the moment. Victory or defeat should feel like something more than successfully finishing your homework.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6049555, member: 6669384"] Armor HP are an interesting idea. I could see "Ablative" as an armor trait. But I agree that you'd need to keep track of real HP v Armor HP, since the armor won't repair itself when the [I]Cure Serious[/I] kicks in. I've worked with other systems that use armor as damage reduction as well. The Hero System (Champions, Fantasy Hero etc.) works that way. One frustration I ran into played out as follows... Player: I attack the enemy. (Rolls dice...) I hit! DM: Let me check Activation (did he get his shield into play). (Rolls dice...) Player: (Totaling dice rolled, counting 6s and 1s, as called for by Hero System) I did 25 points of Stun and 8 Body (their version of hit points). DM: (Consults enemy character sheet...) It bounces. Next? Lots of dice rolling, lots of math, ending in a functional miss. Talk about slow play. I've experimented with a system that used a variant on that, where Armor points were good for damage reduction, up to one half of the damage dealt. So the guy always felt something if he got hit. It eliminated the frustration of hitting someone then finding out that you really didn't(i.e. no damage got through). But it added a bit more math to the system, and slowed play. I don't mind the math, but I hate it when working the mechanics of the game drains off the adrenaline of the moment. Victory or defeat should feel like something more than successfully finishing your homework. [/QUOTE]
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