Author Topic: Armour as Damage Reduction  (Read 4184 times)

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Feyd

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Re: Armour as Damage Reduction
« Reply #20 on: June 28, 2008, 02:41:56 PM »
I think DR could be really helpful in low level campaigns.  Not sure it's that great as damage increases.

Jekolmy

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Re: Armour as Damage Reduction
« Reply #21 on: June 28, 2008, 02:56:07 PM »
DR can be handy in certian campaigns where minions try to nickle and dime you to death. Then again my players who had access to DR equipment (armor and force fields in my current game) pretty much ignored the fact that they had a decent amount of DR. They chose the offense option and can pretty much drop anything somewhat balanced I drop in front of them. I've also talked to them about this and they are willing to change their sheets a little to deal with that. DR systems can be abused pretty easily, especially the percentage DR drain. You could if you are playing with that say that you can't have DR above a certain percentage regardless of your actual score. That might solve the (im)mobile wall problem.

Then again there are plenty of attacks in both D&D and d20 Modern (the second is what my campaign is set in) that don't deal "normal" damage. "Ok you soaked my sword hit, my fireball, try my my ray of enfeeblement you silly hero! You can't even stand now!" I think it works for the most part if you are willing to write armor penetration stats for every single weapon you are going to use and watch for abuse.


Sunic_Flames

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Re: Armour as Damage Reduction
« Reply #22 on: June 28, 2008, 03:02:45 PM »
It's a running joke here. Turtles are laughable. It was intended to say that I expect a certain someone to post false information in support of 95% DR for the same reason.
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Chemus

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Re: Armour as Damage Reduction
« Reply #23 on: June 28, 2008, 04:59:42 PM »
Ah. I guess I was just not getting what you were saying, Sunic_Flames.

Feyd, Jekolmy: I'm firmly in the 'DR is fun to play' camp. Just making critical hits bypass it to some extent balances it a bit when it's too high, and if it's too low, beef it up. What I mean is that it's something that needs to be balanced out. I presented some ideas above, and I kinda like the total effect of a percentage; I just feel that it's 'too much math' if there is such a thing.
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Jekolmy

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Re: Armour as Damage Reduction
« Reply #24 on: June 28, 2008, 05:15:20 PM »
I'm not disagreeing that DR isn't fun to play with, I do find it fun and do a bit of work to be able to set up before a campaign. Then again like all things there is a needed balance and each group has their own balance... you like percentages, I don't (one of my players has some trouble with math... and I want to keep it as simple as possible).