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Whacky Half-Formed Idea for Armor as DR...
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<blockquote data-quote="JohnSnow" data-source="post: 9866385" data-attributes="member: 32164"><p>Okay, I know it's been done a thousand times, but I've started enjoying a lot of the rules I'm seeing in games like <em>Dragonbane</em>, <em>Daggerheart</em>, <em>Nimble</em>, and <em>Vagabond</em> where armor reduces the damage of an incoming strike. But I also know that one of the things I want to avoid is slipping yet another roll into the mix, so here's my crazy, half-formed, idea: the Armor DR Dice Ladder!</p><p></p><p>In short, armor reduces the damage from attacks by cranking down the damage they do, following the dice ladder.</p><p>d12 -> d10 -> d8 -> d6 -> d4 -> d3 -> d2 (1 hp?) -> 0?</p><p></p><p>As an entirely untested system, light armor would reduce it 1 steps, medium armor 2 steps and heavy armor 3 steps (minimum 1d2). I am totally open to these shifting, but this is just an example to lay out the skeleton of the idea.</p><p></p><p>A long sword used 2-handed against plate (1d10) would drops down the dice ladder 3 steps -> d8 -> d6 -> d4. </p><p></p><p>A dagger? Except on a critical hit, or some kind of armor bypassing strike, it's ineffective against a plate-armored knight. I am also open to the idea that, say, d4 (or d3, or whatever) is the bottom of the ladder. So this is the point where knights in armor start wrestling with each other to try to shove a dagger through the other guy's visor.</p><p></p><p>This is an entirely untried and untested concept, it just hit me as I was perusing ideas for armor as DR, so I'm tossing it out to the community to see if anyone likes it enough to develop it further.</p><p></p><p>This probably could or should go along with radically altering how hit points work, as well as the damage monsters and spells do. And obviously you'd want to think about effectiveness of armor against different kinds of attacks.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 9866385, member: 32164"] Okay, I know it's been done a thousand times, but I've started enjoying a lot of the rules I'm seeing in games like [I]Dragonbane[/I], [I]Daggerheart[/I], [I]Nimble[/I], and [I]Vagabond[/I] where armor reduces the damage of an incoming strike. But I also know that one of the things I want to avoid is slipping yet another roll into the mix, so here's my crazy, half-formed, idea: the Armor DR Dice Ladder! In short, armor reduces the damage from attacks by cranking down the damage they do, following the dice ladder. d12 -> d10 -> d8 -> d6 -> d4 -> d3 -> d2 (1 hp?) -> 0? As an entirely untested system, light armor would reduce it 1 steps, medium armor 2 steps and heavy armor 3 steps (minimum 1d2). I am totally open to these shifting, but this is just an example to lay out the skeleton of the idea. A long sword used 2-handed against plate (1d10) would drops down the dice ladder 3 steps -> d8 -> d6 -> d4. A dagger? Except on a critical hit, or some kind of armor bypassing strike, it's ineffective against a plate-armored knight. I am also open to the idea that, say, d4 (or d3, or whatever) is the bottom of the ladder. So this is the point where knights in armor start wrestling with each other to try to shove a dagger through the other guy's visor. This is an entirely untried and untested concept, it just hit me as I was perusing ideas for armor as DR, so I'm tossing it out to the community to see if anyone likes it enough to develop it further. This probably could or should go along with radically altering how hit points work, as well as the damage monsters and spells do. And obviously you'd want to think about effectiveness of armor against different kinds of attacks. [/QUOTE]
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