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General Tabletop Discussion
*Dungeons & Dragons
Making my own system; how protective should certain armors be?
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<blockquote data-quote="System Ufera" data-source="post: 6233388" data-attributes="member: 6671268"><p>Armor just protects from physical damage. There are other types of damage in my game, but armor does not normally protect from them (usually enchantments or special training can provide protection against non-physical damage).</p><p></p><p>Fatigue and Exhaustion are status effects which are separate from HP loss. They can be suffered through one of two ways: either by failing a check at the end of a long period of hard labor, or by being hit with an attack or spell that causes Fatigue (already Fatigued creatures would then suffer Exhaustion).</p><p></p><p>I do have a healing surge-like mechanic, called "HP Reserves," but it's not nearly as effective or important as in DnD 4th edition; they heal less and are only regained 1/day, unlike surges, which are regained all at once. On the plus side, being healed (as though by first aid or spell) does not use surges.</p><p></p><p>Piercing by default ignores 1 point of DR; this may have to be adjusted along with the armor DR values, since 1 extra point of damage in a game where most characters deal 15 or more points of damage per hit at level 1 is almost inconsequential.</p><p></p><p>While I like your idea of using dice to determine DR at the moment, my game is already rather "clunky" (if that word means what I think it means), and so I'd prefer not adding more rolls to the average round whenever possible.</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6233388, member: 6671268"] Armor just protects from physical damage. There are other types of damage in my game, but armor does not normally protect from them (usually enchantments or special training can provide protection against non-physical damage). Fatigue and Exhaustion are status effects which are separate from HP loss. They can be suffered through one of two ways: either by failing a check at the end of a long period of hard labor, or by being hit with an attack or spell that causes Fatigue (already Fatigued creatures would then suffer Exhaustion). I do have a healing surge-like mechanic, called "HP Reserves," but it's not nearly as effective or important as in DnD 4th edition; they heal less and are only regained 1/day, unlike surges, which are regained all at once. On the plus side, being healed (as though by first aid or spell) does not use surges. Piercing by default ignores 1 point of DR; this may have to be adjusted along with the armor DR values, since 1 extra point of damage in a game where most characters deal 15 or more points of damage per hit at level 1 is almost inconsequential. While I like your idea of using dice to determine DR at the moment, my game is already rather "clunky" (if that word means what I think it means), and so I'd prefer not adding more rolls to the average round whenever possible. [/QUOTE]
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Making my own system; how protective should certain armors be?
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