James J. Skach wrote:
OK, more serious questions:
HinterWelt wrote:
Open Ended Rolling - All stat checks and skill checks are open ended. So, if you a doing a skill check and roll a 96 or higher then you roll and add again. This allows for character to have above 100% in a skill and still have a chance for failure. Likewise, if you roll 04 or under, you roll again and subtract.
My assumption is that since skill checks are percentage, but stat checks are d20, the latter would allow roll-again on 1 or 20. Is this correct?
Yes. Roll and add is for the dice type rolled and only applies to skills and stats.
James J. Skach wrote:
On a side note, this is where I think going to a unified mechanic, in this case probably percentages across the board, might simplify the mechanics without disturbing the flow of the game - but y'all know far more in that respect than I.
Actually, in the history of Iridium, I have had it all percentage at one time, mostly for Nebuleon our Sci-Fi game. It worked fine and we used it for years. When we decided to publish Tales of Gaea, we made the decision to split the stats and skills based on play using that form with Tales. The biggest complaint, at the time, was that Nebuleon was "too much math" since when doing stat checks it would mean saying "Take a -25 for difficulty to a DEX check" and the player, due to level adjustments, would reply "Aw, but I have a 78%.Where's my calculator". It happened so often that I started doing the math for them, "Yeah, it's 53."
That is why, today, Iridium is split. Now, I have tried to compress to a d20 range with Iridium Lite but I feel it crowds the ranges a bit. This could just be my habitual use of % where I think it will be most useful but it bears mentioning. I am sorely tempted by an all % system.
James J. Skach wrote:
HinterWelt wrote:
Armor - Just to be clear, it is DR but it also takes damage. So, if you have 30 point chain on, you take 20 points from an arrow, you have 10 points remaining in that area. If you then take another 20 in that area, your armor take 10 and your body takes the remaining 10. Arguments have been made for Arrows doing separate damage from other weapons since it does not make a lot of sense that an arrow is going to open an area up for a sword but we felt it over complicated things to track separate damage.
The description seems to imply that once the DR of the armor is used up, it's no longer figured in. In other words, it's only DR as long as it still has points left. Once beyond that, the DR goes away - the armor there has now failed and no longer offers protection.
I ask because I seem to recall other systems where DR is constant - every time damage is taken, the DR of the armor is subtracted. I like your version as it represent the armor taking a pounding.
Is it safe to say that the effect is to add a kind of FP boost to every target area that has armor?
Jim
Yes. You have it correct. People have likened it to BattleTech armor system and I can see the comparison. Essentially, you have an increased amount of armor to one area. That is dependent on what you were. For instance, you can mix armor and cover some areas more heavily than others. So, you will want a plate helm, a plate breast plate, but less armor on less vital areas. You can wear up to five areas of armor before you must take the Armor Modifier to your Defense. Armor Modifier is a negative mod to your Defense that makes you easier to hit. So, where plate all over and you have a -6, wear leather and you have a -0. If you have a Defense of 18, you would have a defense of 12 and 18 respectively. Strength offsets this some so a high STR will make it easier to wear heavy armors.
Edit: The approach to armor was in response to "immortal" armor that never was damaged. This way, armor gets damaged and you either want access to repair facilities or a Mend spell.
That sounds like a lot but that is about the entire range. You can decrease the Armor Mod with taking specializations in the Armor Use Skill. I think that is everything.
And you should know, I kiss and tell.
Bill