Question on new STAR WARS rpg Armor Rules.

Fenros

First Post
Hey, I heard that when the new revised edition comes out they'll have new rules concerning how armor is worked into the game. Is this rumor true? I found nothing about this on the WotC site.

In fact, when I went to go download the errata there I couldn't open the file I DLed. That's another matter though.

Anyways, I heard some vague comments that kind of describe the armor rules being more like 'absorbing damage' rather than adding to 'defense'

So, how's that work exactly? If you're wearing a Blast Helmet & Vest +4, instead of adding +4 to Defense, you take 4 damage off any damage done to you? So if something hits you for 6 damage, you only take 2?

The reason why I ask is because, I'm starting a Star Wars game up this week and I want to use the new Armor Rules (if there are any) instead of the old ones. But of course I can't wait for the new Revised Core Book, because its not out yet. Can anyone help me by explaining some of this? And any thoughts on how it changes the mechanics of the game are welcomed too of course.

Thanks!
 

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Check the WotC's message boards, particularly the Star Wars RPG board. You'll find lots of scoops and comments there. The web page don't update as fast as designers post their messages, sometimes in response.

As for the new armor rules (so far I have not yet agreed with the mass supporters), armor will have DR value replacing armor bonus value. Armor's DR is applied differently. It protects Wound Points only, but critical hits bypass DR. IOW, DR only comes into play when the character's Vitality Points have dropped to 0.

Class Defense Bonus is still being used to determine attack roll's hit or miss. Armor stats includes the cap on Dex bonus to Defense as well as a check penalty for Dex-related skills.
 

Thanks for the info!

Wow, DR only comes into play when Vitality hits zero? Hmm...that's weird. I can see what they're trying to do with it, but honestly.....I think there's probably a better solution for this armor thing floating out there.

Anyone have any house rules concerning this in their Star Wars games? If so, I'd love to hear them.

Thanks!
 

All,

I ran a game on sat night for DS in
which I used the armor provides DR
instead of defense bonus rules. For
those looking for these rules they
haven't been talked about much on the
net except for a couple threads on
the WotC and EN World boards. Also
Dungeon #91 (?/The one with the D20
modern game) talks about it.

Here's how it worked for my games.

First off I sett he DR amount based on
2x the Defense bonus of the armor
for hi-tech armors. My thoughts are
x1.5 for modern armor (round down)
and x1 for medieval.

As noone had any magic or what not that added to a pc's AC other than Dex
mods mmost people had aan AC or 10-14 (due to Dex).

Combat was actually very smooth. People hit more often and had to worry
about running out of ammo if they were auto firing! Damagee taken was
less by shot so combat did last longer than one would think when using
Balster and Laser rifles!

One itme I think I will add to the armors is an Integrety stat. This
would detail how many penetrations it takes before the DR of the armor
is reduced by one. I'm thinking 5 for light, 10 for medium, 15 for
heavy, and 20 for powered.

I've also been thinking about what kind of AC mods are out there and how
they would be affected by the Armor DR rules. Most all misc mods to AC
apply to the AC still but natural armor would give DR equal to 1x
natural armor bonus. All these DR's stack!


ONe other thing is that armor would now protect vs. Magic and energy attacks (even if only partially effective).

Eric the Dread0395@cinci.rr.com
 
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Well, the purpose of armor is to protect one's body it is covering. And since WP represents the character's actual health, it is only reasonable that DR protect that value.

As for house rules, I'd say armor should retain armor bonus. Having these both stats (armor bonus and DR) is the best way to go.
 
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