richardgobble
First Post
Armor System
There will be three types of amor: light, medium, and heavy. Any distinctions within these categories is flavor only.
Each armor type will give a penalty to Reflex Defense: light -1, medium -2, heavy -3. This will actually make it a little easier to hit you. This represents the fact that it is a little harder to lithely avoid blows in armor.
So why use armor then?
Each armor will have a damage reduction range: light +1, medium +2, heavy +3. This represents the fact that armor can turn glancing hits away.
Example: Imagine two 1st level fighters. All 10s for stats. BAB 5, Reflex Defense 16. It will take a roll of 11 to hit and deal damage.
In light armor, the reflex defense is penalized by -1, but the armor offers a damage reduction range of +1 (above original Reflex Defense). So a roll of 1-9 misses, and a roll of 13-20 hits for full damge. A roll of 10-12 will deal half damage.
In medium armor, reflex penalty -2, damage reduction range +2. 1-8 misses, 9-13 half half-damage, 14-20 full damage
In heavy armor, reflex penalty -3, damage reduction range +3. 1-7 misses, 8-14 half-damage, 15-20 full damage.
What does the math say? The average damage dealt with different types of armor is the same. The only difference is the width of the half-damage range. I like this because it allows the selection of armor to be primarily a flavor/character concept issue. A non-armored ninja can effectively fight a plate-wearing knight and so on. It also assumes that the higher the roll on the d20, the better/more solid the hit is. I will be using that idea for several other mechanics.
Masterwork armor would reduce the reflex penalty by one while maintaining the damage reduction range. Some sort of exotic material (mithral or whatnot) might increase the damage reduction range by one. No magic bonuses to reflex penalty or DR range.
The only thing I need to come up with now is a small advantage that the heavier armors can have to make the increased cost worthwhile. Any ideas?
There will be three types of amor: light, medium, and heavy. Any distinctions within these categories is flavor only.
Each armor type will give a penalty to Reflex Defense: light -1, medium -2, heavy -3. This will actually make it a little easier to hit you. This represents the fact that it is a little harder to lithely avoid blows in armor.
So why use armor then?
Each armor will have a damage reduction range: light +1, medium +2, heavy +3. This represents the fact that armor can turn glancing hits away.
Example: Imagine two 1st level fighters. All 10s for stats. BAB 5, Reflex Defense 16. It will take a roll of 11 to hit and deal damage.
In light armor, the reflex defense is penalized by -1, but the armor offers a damage reduction range of +1 (above original Reflex Defense). So a roll of 1-9 misses, and a roll of 13-20 hits for full damge. A roll of 10-12 will deal half damage.
In medium armor, reflex penalty -2, damage reduction range +2. 1-8 misses, 9-13 half half-damage, 14-20 full damage
In heavy armor, reflex penalty -3, damage reduction range +3. 1-7 misses, 8-14 half-damage, 15-20 full damage.
What does the math say? The average damage dealt with different types of armor is the same. The only difference is the width of the half-damage range. I like this because it allows the selection of armor to be primarily a flavor/character concept issue. A non-armored ninja can effectively fight a plate-wearing knight and so on. It also assumes that the higher the roll on the d20, the better/more solid the hit is. I will be using that idea for several other mechanics.
Masterwork armor would reduce the reflex penalty by one while maintaining the damage reduction range. Some sort of exotic material (mithral or whatnot) might increase the damage reduction range by one. No magic bonuses to reflex penalty or DR range.
The only thing I need to come up with now is a small advantage that the heavier armors can have to make the increased cost worthwhile. Any ideas?
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