Hi all,
This is building upon my previous post:
http://www.bgdf.com/node/14670
I've decided for combat to keep a mechanic that involves armour providing a random amount of damage reduction from things that hit.
Someone on the other thread mentioned that, if I use 2d6 as a base for the amount of damage weapons do, that if I have armour providing 1d6 DR it might be TOO random due to the curve of 1d6 vs 2d6.
I have been testing it and I don't think it's that drastic honestly. The other idea I was thinking of using was damage tables you roll on with 2d6. Yet another idea I thought of was to roll 2d6 and then divide it in half rounded up for the armour roll.
The point is is that armour should protect some but only rarely protect from all damage that hits you and that it should also be a variable amount of protection each time you are hit rather than fixed values (which is how most DR systems do it). That way heavy armour isn't a sure fire thing.
Is there another way to handle this that I'm not considering/that I'm missing? Perhaps the DR should be % based and function as a "saving throw" instead?
There will be individual cards for armour that explains its stats, rather than there simply being only simply armour types you get.
Also, does anyone have any ideas on how I could handle elemental weaknesses/resistances using a system like that?
To recap how it'd work:
-Attacker rolls to hit. Certain dice #s count as "surges" which boost your damage/effects if you hit. To hit # is based upon a comparison against their agility. This number only occurs if they specifically dodge otherwise you're simply rolling to see if you surge.
- If hit, attacker rolls for damage
- Defender rolls for armor
- Subtract DR from damage (or if a % system reduce it that way) to get total damage that defender loses.
Any ideas or tips or references would be appreciated...
**More in depth Example:**
Defender has "Heavy Armor of luminosity": with a Light elemental bonus that defends agains all Darkness elemental attacks.
Attacker attacks with "The Great Sword of Magical Darkness" causing 3 extra Magical damage and 3 Darkness damage.
Attacker rolls: 6, 2, 4, 2
Defender rolls: 4, 3
The 4 is blocked, the three passes through the armor, the Darkness damage of 3 is blocked, the Magical damage of 3 goes through the armor. Total damage is 6.
Here is a table of the probabilities based on the level of armor:
| Outcomes: | d6 | 2d6 | 3d6 | 4d6 | 5d6 |
|--------------------|----|-----|-----|-----|-----|
| % Defend Against 2 | 0 | 5 | 14 | 24 | 34 |
| % Defend Against 1 | 30 | 46 | 50 | 50 | 47 |
| % Defend Against 0 | 69 | 49 | 36 | 26 | 19 |
| Average Damage | 6 | 5 | 4 | 3.5 | 3 |
The 2d6, 3d6, and 4d6 would make good percentages for Light Medium and Heavy Armor while just one d6 could even be used for a no armor category. These percentages would provide that occasional 0 damage while defending against at least one attack dice about half the time. Granted, from half to one forth of the time it will not defend at all.
Just a thought.
"The 4 is blocked, the three passes through the armor, the Darkness damage of 3 is blocked, the Magical damage of 3 goes through the armor. Total damage is 6."
Wait, what? I don't understand how your example works at all.
How does the 3 extra damage works for magic and dark ? so the 3 damage ones are ones in addition to what comes up on the dice? and armour only counters EXACT dice rolls then? If that's the case then why is the total damage only 6 in your example? Wouldn't the total damage be 10?