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Ken St. Andre's Stormbringer brought that in first I think?No, but I'd be glad to explain my preferences.
I think DR is how a lot of people intuitively feel like armor should be represented. The problem for me with a fixed DR (and I think other people have observed this as well) is that you can get into too many situations where a character in armor just can't be hurt at all in certain fights. The only way to avoid that is to keep DR very low except for truly exceptional armor, but then it never feels protective enough to matter as much as armor should.
My problem with AC isn't the all-or-nothing aspect. I think AC (along with HP) is reasonable for simulating combat between, say, human beings outfitted with medieval arms and armor. I can quibble about the numbers, but those can be adjusted, anyway. My objection to AC is that it fails to provide the same verisimilitude for combat with monsters.
For instance, plate armor is pretty much impenetrable to sword slashes, extremely difficult to circumvent with the points of spears and swords, and still pretty damn tough against maces and axes. But against a giant's club? A bullette's bite? A purple worm's stinger? Armor would provide a lot less protective value.
So for me, constant DR doesn't scale well to low-damage opponents, while AC doesn't scale well (for me, anyway) with high-damage opponents. The DR die does a better job at both ends of the spectrum. Armor can be really useful without ever being perfect. Likewise, it's value is reduced against big damage attacks, but not eliminated. It's a simple mechanic that's scalable while providing verisimilitude and tactical depth. Dare I say it? Yes...the DR die is elegant.
For sure, variable armor was an early innovation found in Stormbringer. The main drawback of it is the extra die rolling - one extra die roll never sounds like much, but that's the kind of thinking that drives you down the path to unplayable messes that make you stop and fiddle around with some rule 19 times per combat turn.Ken St. Andre's Stormbringer brought that in first I think?
I have not, but now I'm interested to give it a try.Have you looked at it in the dark yet? The cover and spine have glow in the dark sigils
It's pretty much in the same vein as Knave or Maze Rats. A very simple D&D-ish game – regarding what you do, not necessarily how you do it – with magic based on items (scrolls, in this case). Even the classes are optional. You could probably boil it down to a handful of pages if you eliminate the aesthetics.But as a game i don't get it; this just doesn't seem to me to be complete or innovative.
IndustrialBut what music do I listen to for this? Too harsh visuals for synthwave, not enough dark age for black metal.
Perturbator came to mind given its synthwave by a black metal guitarist.
Both of those combined sounds more like a V:tM retro soundtrack, where Ventrue with rolled up jacket sleeves fight with Billy-Idol-copycat Gangrel.Industrial
Perturbator came to mind given its synthwave by a black metal guitarist.
Cy Borg KS is up tomorrow.
Inspirational music list is up too:
Wow. Lots of industrial/noise stuff I haven’t heard of in a long time.
Never could get into Merzbow though. The people that I personally knew who were super into Noise in general seemed pretentious. Like, listening to a guy smack a rusty wood saw with a hammer for 8 minutes makes you wonder if anyone ACTUALLY enjoys it or is just trying to appear super avant-garde to impress the other people at the goth club.
to each their own, of course