Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Richard's SAGAized D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="richardgobble" data-source="post: 3943984" data-attributes="member: 57587"><p><strong>Armor System</strong></p><p></p><p>There will be three types of amor: light, medium, and heavy. Any distinctions within these categories is flavor only.</p><p></p><p>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.</p><p></p><p>So why use armor then?</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>In medium armor, reflex penalty -2, damage reduction range +2. 1-8 misses, 9-13 half half-damage, 14-20 full damage</p><p></p><p>In heavy armor, reflex penalty -3, damage reduction range +3. 1-7 misses, 8-14 half-damage, 15-20 full damage.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="richardgobble, post: 3943984, member: 57587"] [b]Armor System[/b] 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? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Richard's SAGAized D&D
Top