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Sunder Armor?
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<blockquote data-quote="Sonofapreacherman" data-source="post: 475255" data-attributes="member: 2315"><p>Caliban (et al).</p><p></p><p>Thank you for that reference. I'll go a bit more into detail as to why I'm even looking for these rules. In my game, there is no "Armor Class" per se, but rather "Evasion Class" (EC) which equates to successfully making a "touch attack". There is also a standardized special attack for “parrying” in my game (not unlike the rules recently presented in Dragon #301), but that’s beside the point.</p><p></p><p>Armor (and natural armor) in my game function like damage reduction. Not a new concept, but one I like. So a chainshirt, for instance, would essentially have damage reduction/–4, or as I call it... "Hardness Rating 4" (HR4). There are a few more adjustments regarding the function of Max Dex Bonus, but that's basically it.</p><p></p><p>I agree with the assertion that you can't really damage armor without also damaging the wearer, but I still think that the armor should get damaged as well. It's an added level of bookkeeping and realism, but not one I mind implementing.</p><p></p><p>The values you gave me are perfect for my purposes.</p><p></p><p>The question that remains for me is... does armor get damaged at the same time that the wearer gets damaged? Meaning, if I deal12 points of damage against an opponent wearing a chainshirt, does 2 points of damage get applied against the chainshirt (after taking the hardness of 10 into account for steel materials) and 8 point of damage against the character (after taking the Hardness Rating 4 into account for a chainshirt)? Or do I divide both sets of damage in half between the two? 1 point against the armor and 4 points against the character?</p><p></p><p>I think this problem can be solved simplistically and stylistically without creating any additional and cumbersome bookkeeping.</p><p></p><p>What if armor only takes hit point damage when an opponent scores a critical hit against the target (due to the inherent durable construction of armor)? For example, if I scored a critical hit with my longsword against an opponent wearing a chainshirt, and deal a total of 16 points of damage, the opponent takes 12 points of damage (after Hardness Rating 4 for chainshirt) and the armor takes 6 points of damage (after Hardness 10 for steel materials). The damage is applied equally to both. That seems infinitely simple. As well, armor does not need to be constantly repaired as well.</p><p></p><p>How does that sound?</p></blockquote><p></p>
[QUOTE="Sonofapreacherman, post: 475255, member: 2315"] Caliban (et al). Thank you for that reference. I'll go a bit more into detail as to why I'm even looking for these rules. In my game, there is no "Armor Class" per se, but rather "Evasion Class" (EC) which equates to successfully making a "touch attack". There is also a standardized special attack for “parrying” in my game (not unlike the rules recently presented in Dragon #301), but that’s beside the point. Armor (and natural armor) in my game function like damage reduction. Not a new concept, but one I like. So a chainshirt, for instance, would essentially have damage reduction/–4, or as I call it... "Hardness Rating 4" (HR4). There are a few more adjustments regarding the function of Max Dex Bonus, but that's basically it. I agree with the assertion that you can't really damage armor without also damaging the wearer, but I still think that the armor should get damaged as well. It's an added level of bookkeeping and realism, but not one I mind implementing. The values you gave me are perfect for my purposes. The question that remains for me is... does armor get damaged at the same time that the wearer gets damaged? Meaning, if I deal12 points of damage against an opponent wearing a chainshirt, does 2 points of damage get applied against the chainshirt (after taking the hardness of 10 into account for steel materials) and 8 point of damage against the character (after taking the Hardness Rating 4 into account for a chainshirt)? Or do I divide both sets of damage in half between the two? 1 point against the armor and 4 points against the character? I think this problem can be solved simplistically and stylistically without creating any additional and cumbersome bookkeeping. What if armor only takes hit point damage when an opponent scores a critical hit against the target (due to the inherent durable construction of armor)? For example, if I scored a critical hit with my longsword against an opponent wearing a chainshirt, and deal a total of 16 points of damage, the opponent takes 12 points of damage (after Hardness Rating 4 for chainshirt) and the armor takes 6 points of damage (after Hardness 10 for steel materials). The damage is applied equally to both. That seems infinitely simple. As well, armor does not need to be constantly repaired as well. How does that sound? [/QUOTE]
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