Weapon Penetration


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Also, critical hits kind of take this into effect. It's very easy to penetrate armor with a rapier, so it has a high crit, but a crit from an axe has a better chance of taking off a limb no matter what you are wearing. D&D, no matter it's edition, has always had a way of making things work without always making sense. It's a kind of magic...


But a quick and dirty way to do it would be to give light, medium, and heavy armors a small, flat DR. Something like 1,2,3, or 2,3,4, respectivly. Piercing weapons would negate this on light and medium. Slashing would negate light. Blugeoning would negate Heavy. Not the most accurate way, I know, but it's quick and easy.
 

For those interested by incorporating range and 'speed'; *and* willing to do some research...

Back In The Day (tm) Dragon had an article about a system that did both of these. basically, there was an 'at range' modifier, and a 'in close' modifier; which took different factors into account.

I remember it being pretty cool, and not real difficult to incorporate. Unfortunately, I can't remember which issue. I would bet it was after #100, and I *think* it was before 2e....

Good luck,
 

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