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<blockquote data-quote="Sunseeker" data-source="post: 6050125"><p>As far as I'm aware, at least in 3.X/Pathfinder, most items <em>do</em> have durability scores that require a certain attack level or some sort of check to overcome.</p><p></p><p>To be fair, to accurately represent armor I think we'd need the following:</p><p>DR: certain armor is tougher than others, and it absorbs a fixed amount of any damage dealt to the wearer.</p><p>Toughness: different armors are differently durable. Different effects damage different types of armor, and more powerful ones are needed on more powerful sets.</p><p>HP: all armor has a certain "life" to it, in that if it sustains too many knicks, chips, cuts or scratches, it eventually wears thin and provides lessened protection to the player</p><p>Vulnerabilities: all armors are especially susceptible to specific types of damage which can bypass or reduce their protective effects.</p><p>AC value: all armor of course, provides a certain level of protection to the wearer in making it harder to hit the wearer instead of the armor.</p><p></p><p>But that's getting a little too in-depth...though it would create a fairly realistic representation of armor.</p><p></p><p>But then, I'm not really interested in representing realism.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6050125"] As far as I'm aware, at least in 3.X/Pathfinder, most items [I]do[/I] have durability scores that require a certain attack level or some sort of check to overcome. To be fair, to accurately represent armor I think we'd need the following: DR: certain armor is tougher than others, and it absorbs a fixed amount of any damage dealt to the wearer. Toughness: different armors are differently durable. Different effects damage different types of armor, and more powerful ones are needed on more powerful sets. HP: all armor has a certain "life" to it, in that if it sustains too many knicks, chips, cuts or scratches, it eventually wears thin and provides lessened protection to the player Vulnerabilities: all armors are especially susceptible to specific types of damage which can bypass or reduce their protective effects. AC value: all armor of course, provides a certain level of protection to the wearer in making it harder to hit the wearer instead of the armor. But that's getting a little too in-depth...though it would create a fairly realistic representation of armor. But then, I'm not really interested in representing realism. [/QUOTE]
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