Is this a good idea or not?

Aussiegamer

First Post
I had a thought about damage reduction etc.

now in vehicles attacks tend to bounce off or do minimial damage to the armour or get right through doing little damage to the armour really.


So I had a thought. (PS I hate hardness!)

Have a new DR called DI for vehicles (Damage Ingored) basically if the damage from a single shot is below this point then it does no damage at all to the vehicle.

Human armour tends to light weight and get bashed about so I would keep that as purely DR...

I think that half the DR seems fair for the DI.

Whats you thoughts?
 

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Aussiegamer said:
So I had a thought. (PS I hate hardness!)

Have a new DR called DI for vehicles (Damage Ingored) basically if the damage from a single shot is below this point then it does no damage at all to the vehicle.
:confused:

Isn't that what hardness does? If the damage is less than the hardness of the material, it doesn't do damage?
 


yeah, its how i do it

even with personal armour.

keep it like normal DR, if i dont go over the threshold of whatever term you decide to use, then it does no damage at all

Damage Threshold (DT)

john

EDITS: I see. you waont armour to slwoly get worn down....no damage is done to the actual wearer/vehicle, but its armour is slowly worn away

is this a bit like SDC in Palladium?

john
 
Last edited:

yes thats like hardness but hardness is a % affect and only works on elemental types like fire and cold etc.

I want it to be a static number, as 50% of 6 damage, is way different to 50% of 50 damage. And I want to include ballistic rounds etc

yes I have armour damage to allow the skill repair armour to be used. I use the damage reduced as the damage to the armour. This works well for presonal armour but has issues with vehicle armour. This also make the characters worried about the armour being damaged beyond repair...

one of the problems is that damage reduction works but when faced with burst style attacks it starts to suffer badly for armour damage.

This should not happen really as vehicle armour tends to ignore the damage to the most part, thus the idea that it ignores the damage completely and no damage occurs to the armour up to that point.

say armour has a DR 20, thus it would ignore say 10 points of damage from a single attack. So my thoughts were that if a burst single round damage is 10 or below then the entire burst damage becomes ineffective and thus ignored.

This stop the stripping of armour from basically light ineffective attacks...
 

Okay so im wearing FCA (Full Combat Armour)

It has a DT of 5/45

I get hit for 13 damage

the first 5 damage i take is utterly ignored.
the next 5 wears down my armour somewhat and it becomes DT of 5/40
the remaining 3 comes off my 'hp' or somesuch

To keep the maths simple as soon as armour looses up to half its DT its 'ignore level' is halved (rounded down)

the armour takes another 22 damage over the day

It is now 2/18*

Yeah, i could work/play with that
*It needs a DC xx armour repair roll, time and yy credits to bring it back to 5/45
 

This is only for vehicles as the armour is really not the same for personal in the way it will function but OK lets look at the example as is.

DR is 10, DI is 5, as an example


The DI only has an affect if the damage was 5, but since it was 13 then that DI does not happen.

I have the armour amount as x10 DR.

So 10 DR means that it has 100 armour points, so 10 depletes it to 90. As the damage is above the 5 DI limit, and the DR is 10. Since it effectily only stops the damage up to its DR, it can only be damaged up to that limit as well.

so yes 3 hit points do damage internally....


yer its cost time and money to fix the armour. I have already changed the craft and repair system as it was too basic for me as well.
 


Aussiegamer said:
yes thats like hardness but hardness is a % affect and only works on elemental types like fire and cold etc.
Hunh?

MSRD - Combat
Hardness: Each object has hardness—a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object’s hit points (see Table: Substance Hardness and Hit Points and Table: Object Hardness and Hit Points).

There's no percentage involved. Hardness is equivalent to DR X/-.


What rules are you reading that you found that Hardness is a percentage?
 

From same SRD...page 20...you'll have to number all the pages to find it :)

Energy Attacks: Acid and sonic/concussive attacks deal normal damage to most objects. Electricity and fire attacks deal half damage to most objects; divide the damage by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage by 4 before applying the hardness.

I used a percentage but the meaning is the same, half is 50% isn't it?


Ineffective Weapons: The GM may determine that certain weapons just can’t deal damage effectively to certain objects.

This is an easy way for this to be set and not guessed.

Immunities: Objects are immune to nonlethal damage and to critical hits.

weirdly in d20 modern there is criticals to vehicles...and I allow this as well. I use it as the chance to actually damage a slot with something important in it.


Also how do you assess burst damage and armour damage?
 

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