Post by logan9a on Jan 24, 2017 17:11:49 GMT
I am 'showing my work' hence the points.
POINT 1:
A few decades ago I played a game which was based on the percentile system and involved a whole lot of demons. I think it was the Elric game.
Anyway, I was playing a mage who specialized in protection magic.
Eventually, I got the armor up to the point where pretty much most attacks would bounce right off it. Something like ten or more points negated.
Unless it was a crit. In that system, a crit ignored armor and did double damage.
This put the GM into a very awkward position. Essentially, it was all or nothing. Either I would pretty much skate through every encounter unharmed or die horribly.
Like pretty much every campaign it petered out after about as much time as character generation but that lesson stuck with me.
You can't have armor that protects better than the weapons. In real life they do the same shit - if the armor gets better, they try to invent weapons that stay just ahead of the curve.
Mind you that if the PC's drive up in a tank to assault a village of spear weilders (or vice versa) it won't be a fucking Ewoks replay.
POINT 2:
I don't want to have a chart to roll 'where do you hit the person' because that leads to amazing amounts of ugliness like 'that much damage seems to have rendered his leg useless, let's have more charts to find out how fast he can go and is he bleeding out, etc.'
THEREFORE:
I'm thinking that the armor should always be less than a sword blow. More over, the armor should be random.
Leather: d3
Chain: d4
Plate: d6
"What happens if I'm wearing a mix of leather and chain?" You get hit in the face by a great big fish, that's what fucking happens.
In real life, people liked to mix and match armor sure. You had cost considerations, plus you wanted to keep certain parts of your body able to move better. Having personally worn all three kinds of leather and moved around (and fought) in them, I can tell you leather and plate are much more comfortable than fucking chain. Fuck chain. Sure, it keeps you from getting slashed but all the impact shit - straight through. Plus, all the weight is on rather small parts of your body. No a fucking belt doesn't help much.
HOW WOULD IT WORK?
Dave is fighting against the Dread Ogre of Ouch.
Dave is wearing chain because he likes d4's.
Ogre is putting out 2d10 per hit because he's a fucking ogre.
Ogre hits Dave for 7 damage.
Dave rolls chain: 3.
Dave takes 4 damage.
The type of damage (half and half, all real) is assigned normally after the armor modifier has been taken off.
If the ogre was using a club when 4 damage got through he takes 2 real, 2 stun.
Yes, I know clubs in real life smash bones and give you subderial hemotomas and shit but I'm thinking in this world it should be kinder than just lopping off a foot or something?
Thoughts?
POINT 1:
A few decades ago I played a game which was based on the percentile system and involved a whole lot of demons. I think it was the Elric game.
Anyway, I was playing a mage who specialized in protection magic.
Eventually, I got the armor up to the point where pretty much most attacks would bounce right off it. Something like ten or more points negated.
Unless it was a crit. In that system, a crit ignored armor and did double damage.
This put the GM into a very awkward position. Essentially, it was all or nothing. Either I would pretty much skate through every encounter unharmed or die horribly.
Like pretty much every campaign it petered out after about as much time as character generation but that lesson stuck with me.
You can't have armor that protects better than the weapons. In real life they do the same shit - if the armor gets better, they try to invent weapons that stay just ahead of the curve.
Mind you that if the PC's drive up in a tank to assault a village of spear weilders (or vice versa) it won't be a fucking Ewoks replay.
POINT 2:
I don't want to have a chart to roll 'where do you hit the person' because that leads to amazing amounts of ugliness like 'that much damage seems to have rendered his leg useless, let's have more charts to find out how fast he can go and is he bleeding out, etc.'
THEREFORE:
I'm thinking that the armor should always be less than a sword blow. More over, the armor should be random.
Leather: d3
Chain: d4
Plate: d6
"What happens if I'm wearing a mix of leather and chain?" You get hit in the face by a great big fish, that's what fucking happens.
In real life, people liked to mix and match armor sure. You had cost considerations, plus you wanted to keep certain parts of your body able to move better. Having personally worn all three kinds of leather and moved around (and fought) in them, I can tell you leather and plate are much more comfortable than fucking chain. Fuck chain. Sure, it keeps you from getting slashed but all the impact shit - straight through. Plus, all the weight is on rather small parts of your body. No a fucking belt doesn't help much.
HOW WOULD IT WORK?
Dave is fighting against the Dread Ogre of Ouch.
Dave is wearing chain because he likes d4's.
Ogre is putting out 2d10 per hit because he's a fucking ogre.
Ogre hits Dave for 7 damage.
Dave rolls chain: 3.
Dave takes 4 damage.
The type of damage (half and half, all real) is assigned normally after the armor modifier has been taken off.
If the ogre was using a club when 4 damage got through he takes 2 real, 2 stun.
Yes, I know clubs in real life smash bones and give you subderial hemotomas and shit but I'm thinking in this world it should be kinder than just lopping off a foot or something?
Thoughts?