xanther
Legendary Pubber
- Joined
- Jan 6, 2018
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How do I armor thee, let me count the ways:
More design questions.
Armor: How do the rules you use (or those you'd like to have) treat armor? Where AV stands for Armor Value as a numerical value for how good the armor is.
My house armor rules are (B) or (C) at player option, side property (1) as rare option at GM discretion.
In addition to the poll (hope did it correctly) open to a discussion of important design decisions, limitations, etc. for whatever rules you use or wish you had.
More design questions.
Armor: How do the rules you use (or those you'd like to have) treat armor? Where AV stands for Armor Value as a numerical value for how good the armor is.
- Armor as active defense from hit, reduces attacker chance to hit (as AC in D&D)
- Armor as damage reduction (as in legion of games)
- Armor as damage type conversion (I don't know of a game that does this)
- Armor as requiring "bypass" (as in Dragon Warrior)
- Armor as defense skill increase (I don't know of a game that does this)
- Armor can get/gets damaged.
- Armor requires "skill/option/feat/talent" for full use, new feature/use option becomes available.
- Armor has "skill/option/feat/talent" for better use, no new features/use options
My house armor rules are (B) or (C) at player option, side property (1) as rare option at GM discretion.
In addition to the poll (hope did it correctly) open to a discussion of important design decisions, limitations, etc. for whatever rules you use or wish you had.