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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Which of these two methods would you choose for implementing armor DR rules... ?
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<blockquote data-quote="Afrodyte" data-source="post: 874718" data-attributes="member: 8713"><p>I had a system something like this, but instead of a flat DR, I made more variables for certain types of materials and added an armor bonus to that. It made organic armor less resilient than steel, mithral, or adamantine armor. </p><p></p><p>However, for the system to work, there had to be other defense options. Combining armor as DR and adding a class-based Defense bonus (making it harder to hit opponents) was an idea I had. To make this more interesting, I think using called shots (which I believe are detailed in the PHB) can also bypass the DR of armor.</p><p></p><p>One if the ideas some people at the Wizards board had for making armor as DR work is to apply damage at the end of the round, instead of after each hit. So, instead of this:</p><ul> <li data-xf-list-type="ul">A party of 3 go against a powerful fighter in plate mail (AC/Defense = 11, DR for plate mail = 13/magic). Player 1 hits. Player 1 rolls 12 damage. DR absorbs damage. Player 2 hits. Player 2 rolls 8 damage. DR absorbs damage. Player 3 misses.</li> </ul><p>You get this:</p><ul> <li data-xf-list-type="ul">Player 1 hits. Player 2 hits. Player 3 misses. Player 1 and Player 2 roll damage; total is 20. DR absorbs 13 damage, so the fighter sustains 7 points of damage.</li> </ul><p>One of the benefits of this system is that it would probably make combat go by faster, and I think it can show the real danger of fighting (especially when outnumbered). In this way, even a gang of orcs or kobolds can become deadly because damage is applied as a group, rather than as a series of individuals. It would be ideal for a gritty campaign, but with higher levels of magic, things would probably have to be modified. Now, in cases when tactics are not really an issue (such as when opponents are not aware of one another).</p><p></p><p>What I should probably do is just use the CODA system for skills and combat instead because it handles these things much more cleanly than I do.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 874718, member: 8713"] I had a system something like this, but instead of a flat DR, I made more variables for certain types of materials and added an armor bonus to that. It made organic armor less resilient than steel, mithral, or adamantine armor. However, for the system to work, there had to be other defense options. Combining armor as DR and adding a class-based Defense bonus (making it harder to hit opponents) was an idea I had. To make this more interesting, I think using called shots (which I believe are detailed in the PHB) can also bypass the DR of armor. One if the ideas some people at the Wizards board had for making armor as DR work is to apply damage at the end of the round, instead of after each hit. So, instead of this: [list]A party of 3 go against a powerful fighter in plate mail (AC/Defense = 11, DR for plate mail = 13/magic). Player 1 hits. Player 1 rolls 12 damage. DR absorbs damage. Player 2 hits. Player 2 rolls 8 damage. DR absorbs damage. Player 3 misses. [/list] You get this: [list]Player 1 hits. Player 2 hits. Player 3 misses. Player 1 and Player 2 roll damage; total is 20. DR absorbs 13 damage, so the fighter sustains 7 points of damage.[/list] One of the benefits of this system is that it would probably make combat go by faster, and I think it can show the real danger of fighting (especially when outnumbered). In this way, even a gang of orcs or kobolds can become deadly because damage is applied as a group, rather than as a series of individuals. It would be ideal for a gritty campaign, but with higher levels of magic, things would probably have to be modified. Now, in cases when tactics are not really an issue (such as when opponents are not aware of one another). What I should probably do is just use the CODA system for skills and combat instead because it handles these things much more cleanly than I do. [/QUOTE]
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Which of these two methods would you choose for implementing armor DR rules... ?
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