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Is it finally time..
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<blockquote data-quote="StarFyre" data-source="post: 6051673" data-attributes="member: 26055"><p>Been doing it in 2 of my campaigns.</p><p></p><p>1 was new...starting @ level 1, the other, i took over the game @ lvl 12 and wanted to keep the few house rules consistent between games. Basically, we used a modified version of the "Armour as DR" from Pathfinder Advanced Player Guide.</p><p></p><p>It works fine. The modification was it took into account materials and i modified the formula as needed.</p><p></p><p>My players are very detail oriented. So they like knowing if their armour is steel, or abyssal blood iron, or magical fused rubies, etc. </p><p></p><p>So, to keep it simple, it's just DR.</p><p></p><p>For example: the lvl 18 fighter in the group has adamantine dwarven plate armour; it has a DR of 22 (IIRC), 800 HP total. He has 220 HP or something like that.</p><p></p><p>The way we do it is any damage that would be physical or area damage (ie. explosion), has 22 of it reduced. So a fireball that does 15 due to a low roll would do nothing to him. But a physical attack that does 100 would do 78 still to him.</p><p></p><p>Also, the armour no longer factors into AC. Basically wearing armour makes you bulkier and slower as it should. So we did a slight modification to AC there.</p><p></p><p>It's a trade off; you get hit more often, but the armour absorbs some of the damage (including stuff that before, would not be affected by armour --ie. spells). OR you can be quick/fast, but everything will hit your body like in older styles.</p><p></p><p>Players like it; so that's what matters.</p><p></p><p>Sanjay</p></blockquote><p></p>
[QUOTE="StarFyre, post: 6051673, member: 26055"] Been doing it in 2 of my campaigns. 1 was new...starting @ level 1, the other, i took over the game @ lvl 12 and wanted to keep the few house rules consistent between games. Basically, we used a modified version of the "Armour as DR" from Pathfinder Advanced Player Guide. It works fine. The modification was it took into account materials and i modified the formula as needed. My players are very detail oriented. So they like knowing if their armour is steel, or abyssal blood iron, or magical fused rubies, etc. So, to keep it simple, it's just DR. For example: the lvl 18 fighter in the group has adamantine dwarven plate armour; it has a DR of 22 (IIRC), 800 HP total. He has 220 HP or something like that. The way we do it is any damage that would be physical or area damage (ie. explosion), has 22 of it reduced. So a fireball that does 15 due to a low roll would do nothing to him. But a physical attack that does 100 would do 78 still to him. Also, the armour no longer factors into AC. Basically wearing armour makes you bulkier and slower as it should. So we did a slight modification to AC there. It's a trade off; you get hit more often, but the armour absorbs some of the damage (including stuff that before, would not be affected by armour --ie. spells). OR you can be quick/fast, but everything will hit your body like in older styles. Players like it; so that's what matters. Sanjay [/QUOTE]
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