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D&D 3E
I'm looking to use an Armor as Damage Reduction system for my game. I… 
16th-Jun-2006 05:52 pm
chocobo
I'm looking to use an Armor as Damage Reduction system for my game. I am aware of the variant in Unearthed Arcana, but I'm looking for a system where armor gives only DR and not also an AC bonus. Any ideas on a good scale for the DR (so what DR leather armor gives, what DR full plate gives)? Or how to have magic bonuses (such as on "full plate +2") apply?

My current thought is to have DR range from 1/- (leather armor) to either 4/- (full plate) or 8/- (full plate), or possible have the armor reduction be a range (so leather reduces by 1d2, fullplate by 2d4 or something). I was originally thinking that I could just have the "+1" magic bonus add to the armor's DR, but I'm starting to wonder if that will work. Any suggestions?
Comments 
17th-Jun-2006 01:02 pm (UTC)
While I like the idea that armor takes damage and can be broken (I used to play in a MUD that did that), I think it might be a little overly complicated. I'll probablyjust stick with the sunder special ability for breaking stuff.

But I was also thinking that I would have to do shields differently. One thought was to try and develop a "parry" system, where you can basically attempt to use a shield to block an attack. I'm thinking you make an opposed check d20+BAB+str+shield bonus against the attack to hit you. If you win, you block the attack.

Of course I'd have to math out how effective this is, and I'm not sure this wouldn't slow down gameplay a little TOO much (I don't mind a little bit of slow-down, but shield use could certainly become really complicated--especially for a group of NPCs using shields). But then I'm not sure how many PC are going to use shields on a regular basis). You could also try to parry with a weapon in lieu of an attack (basically instead of fighting defensively. Or, if you have multiple attacks, you could devote one to parry and one to attacking. This makes two-weapon fighting pretty effective on attack/defense).

The other simple option would be, as you suggest, just letting shields give their normal bonus to your Defense (the to-hit number) rather than to your Armor.
17th-Jun-2006 05:07 pm (UTC)
While I like the idea that armor takes damage and can be broken (I used to play in a MUD that did that), I think it might be a little overly complicated. I'll probablyjust stick with the sunder special ability for breaking stuff.

It's not all that complex in play -- the attacker still rolls to hit, and rolls damage if they're above a certain number. It meshes pretty well with my HP-replacement, and what slowdown there is doesn't make the RP value I get any less.

The problem with sunder is that (1) you can't sunder armor in d20 and (2) it's WAY too hard to expect PCs to guess "I should sunder his armor". I ran a high-armor NPC villian a ways back, and my players hated having to open him out of his can. It just wasn't fun.

But I was also thinking that I would have to do shields differently. One thought was to try and develop a "parry" system, where you can basically attempt to use a shield to block an attack. I'm thinking you make an opposed check d20+BAB+str+shield bonus against the attack to hit you. If you win, you block the attack.

Just make it a standard action, and have shield proficency give you a free "parry" action each round.

PCs dont use sheilds because they aren't worth the investment. If you give them something special they will be used.
18th-Jun-2006 03:27 am (UTC)
Do you have a link to how you run breaking armor? I'm curious to see your system (and see if I might want to use it/adapt it, if that's alright).
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