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Space armor in d20: how would you do it?
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<blockquote data-quote="argo" data-source="post: 2106331" data-attributes="member: 5752"><p>First off a hit that deals HP damage doesn't have to actually penetrate the armor since HP damage can represent heroic near-misses or ... yadda yadda yadda you've heard all this before.</p><p></p><p>Secondly I like the idea posted above that a space suit/armor designed for combat will have at least limited capacity to repair itself or seal breaches. Fits very well into a lot of military sci-fi.</p><p></p><p>But tracking HP for a character's suit seems bothersome to me. So probably the way I would handle it is to assign the suit a damage threshold (for ease of use this could be the same as the wearer's massive damage threshold if you are using that rule) and any hit that deals that much damage also breaches the environmental seal, no saving throw. Flavor wise this works prety much the same way it does to describe non-massive hits versus massive hits against a character: one is a deflected near hit or ablated by outer plating and the other is a solid hit that drills right through.</p><p></p><p>This also sets you up for that cool scene so common in military sci-fi where the space marine who took a hit has to frantically race to pull a patch out of his equipment belt and slap it on the breach before he totally looses it. To do this I would say that a suit breached by a massive hit does not immedaetly suffer explosive decompression but rather the breach is small enough that it will take a short time to loose atmosphere in the suit: maybe a flat 1 round or maybe 1d4 rounds. Applying a patch is a full-round action and even if you get it on in time the suit still looses half its remaining oxygen supply. </p><p></p><p>Anyway, just some thoughts. Later.</p></blockquote><p></p>
[QUOTE="argo, post: 2106331, member: 5752"] First off a hit that deals HP damage doesn't have to actually penetrate the armor since HP damage can represent heroic near-misses or ... yadda yadda yadda you've heard all this before. Secondly I like the idea posted above that a space suit/armor designed for combat will have at least limited capacity to repair itself or seal breaches. Fits very well into a lot of military sci-fi. But tracking HP for a character's suit seems bothersome to me. So probably the way I would handle it is to assign the suit a damage threshold (for ease of use this could be the same as the wearer's massive damage threshold if you are using that rule) and any hit that deals that much damage also breaches the environmental seal, no saving throw. Flavor wise this works prety much the same way it does to describe non-massive hits versus massive hits against a character: one is a deflected near hit or ablated by outer plating and the other is a solid hit that drills right through. This also sets you up for that cool scene so common in military sci-fi where the space marine who took a hit has to frantically race to pull a patch out of his equipment belt and slap it on the breach before he totally looses it. To do this I would say that a suit breached by a massive hit does not immedaetly suffer explosive decompression but rather the breach is small enough that it will take a short time to loose atmosphere in the suit: maybe a flat 1 round or maybe 1d4 rounds. Applying a patch is a full-round action and even if you get it on in time the suit still looses half its remaining oxygen supply. Anyway, just some thoughts. Later. [/QUOTE]
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