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*Pathfinder & Starfinder
[Rant] Armor as DR is bad !
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<blockquote data-quote="mroberon1972" data-source="post: 479278" data-attributes="member: 5148"><p>I agree to your game balance issues with damage resistance. That's why I built the following system:</p><p></p><p>(look at the second post for the revised rules, the first needed editing, and the second probably do too...)</p><p></p><p><a href="http://enworld.cyberstreet.com/showthread.php?threadid=30311" target="_blank">http://enworld.cyberstreet.com/showthread.php?threadid=30311</a></p><p></p><p>Not only did I change the armor rules, I "tweaked" the damage system too. Before you scream about his, it turns out to work about the same as before. The rest of the system does not have to be "fixed" for this to work, and it can be dropped into any game without major worldshaking events.</p><p></p><p>The damage system now allows for wounds that cause disability. This is an abstract way to deal with gutwounds and broken bones. I have also given a slight tweak to stun (subdual) damage that will allow it to be used for exhaustion and other issues. It also allows for a certain amount of "heroic recovery" for the character.</p><p></p><p>The armor rules take this into account by allowing armor to change a certain amount of damage to stun, instead of removing it completely. </p><p></p><p>Also, the character might take a penalty to attack in order to attack an unarmored section of the attacker with that dagger you mentioned. It would be assumed during a Coup-de-grace. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Overall, it works well at keeping characters from allowing thier companions from going down, since it costs so much to bring them back up! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>The reason for this armor system? Guns...</p><p></p><p>Guns (in my game) are ranged touch attacks. The only thing that effects them is the AR of the armor. Modern armors would have better AR, but probably less AC...</p></blockquote><p></p>
[QUOTE="mroberon1972, post: 479278, member: 5148"] I agree to your game balance issues with damage resistance. That's why I built the following system: (look at the second post for the revised rules, the first needed editing, and the second probably do too...) [url]http://enworld.cyberstreet.com/showthread.php?threadid=30311[/url] Not only did I change the armor rules, I "tweaked" the damage system too. Before you scream about his, it turns out to work about the same as before. The rest of the system does not have to be "fixed" for this to work, and it can be dropped into any game without major worldshaking events. The damage system now allows for wounds that cause disability. This is an abstract way to deal with gutwounds and broken bones. I have also given a slight tweak to stun (subdual) damage that will allow it to be used for exhaustion and other issues. It also allows for a certain amount of "heroic recovery" for the character. The armor rules take this into account by allowing armor to change a certain amount of damage to stun, instead of removing it completely. Also, the character might take a penalty to attack in order to attack an unarmored section of the attacker with that dagger you mentioned. It would be assumed during a Coup-de-grace. :D Overall, it works well at keeping characters from allowing thier companions from going down, since it costs so much to bring them back up! :p The reason for this armor system? Guns... Guns (in my game) are ranged touch attacks. The only thing that effects them is the AR of the armor. Modern armors would have better AR, but probably less AC... [/QUOTE]
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[Rant] Armor as DR is bad !
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