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General Tabletop Discussion
*Dungeons & Dragons
Realistic/Historic armor for D&D (Homebrew)
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<blockquote data-quote="Arch-Fiend" data-source="post: 7841017" data-attributes="member: 7016641"><p>both of them, one is the central force in kenetic energy which describes the energy that is propelling an object through space and through substances that occupy space. the atmosphere is a fluid that provides some resistance but not nearly as much as critical internal organs, blood vessels, and everything between those and the atmosphere. momentum describes the mechanic which keeps that object in motion when forces around it are acting to resist it, the atmosphere again providing some resistance though while the weapon is swung the energy is building thus momentum to builds, however the critical internal organs and blood vessels and everything in between them and the atmosphere has so much resistance that the arm can not actually built up kenetic energy to propel the weapon when the weapon is impacting thus the arm must rely on what force and momentum it built up before impact to drive the object toward critical internal organs or blood vessels.</p><p></p><p></p><p></p><p><a href="https://www.enworld.org/threads/ludonarrative-dissonance-of-hitpoints-in-d-d.668197/" target="_blank">5E - ludonarrative dissonance of hitpoints in D&D</a> i seem to make a good argument that DAMAGE represents a living body's homogeneous compacity to absorb physical impact being tested even if i dont make a good argument that hitpoints represent a living body's homogeneous compacity to absorb physical impact. </p><p></p><p>i didint design this homebrew to create armor that is realistic for how hitpoints are represented, i designed this homebrew to create armor that is realistic for how damage is represented, its not my fault that weapons in 5e deal more damage based on how heavy they are and that different creatures have resistances, immunities and vulnerabilities to different kinds of weapons because of an inherent quality of how their bodies react to being physically impacted by those weapons. i have to create armor thats realistic in handling those mechanics, not hitpoints</p></blockquote><p></p>
[QUOTE="Arch-Fiend, post: 7841017, member: 7016641"] both of them, one is the central force in kenetic energy which describes the energy that is propelling an object through space and through substances that occupy space. the atmosphere is a fluid that provides some resistance but not nearly as much as critical internal organs, blood vessels, and everything between those and the atmosphere. momentum describes the mechanic which keeps that object in motion when forces around it are acting to resist it, the atmosphere again providing some resistance though while the weapon is swung the energy is building thus momentum to builds, however the critical internal organs and blood vessels and everything in between them and the atmosphere has so much resistance that the arm can not actually built up kenetic energy to propel the weapon when the weapon is impacting thus the arm must rely on what force and momentum it built up before impact to drive the object toward critical internal organs or blood vessels. [URL="https://www.enworld.org/threads/ludonarrative-dissonance-of-hitpoints-in-d-d.668197/"]5E - ludonarrative dissonance of hitpoints in D&D[/URL] i seem to make a good argument that DAMAGE represents a living body's homogeneous compacity to absorb physical impact being tested even if i dont make a good argument that hitpoints represent a living body's homogeneous compacity to absorb physical impact. i didint design this homebrew to create armor that is realistic for how hitpoints are represented, i designed this homebrew to create armor that is realistic for how damage is represented, its not my fault that weapons in 5e deal more damage based on how heavy they are and that different creatures have resistances, immunities and vulnerabilities to different kinds of weapons because of an inherent quality of how their bodies react to being physically impacted by those weapons. i have to create armor thats realistic in handling those mechanics, not hitpoints [/QUOTE]
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