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 Post subject: Armor Ideas for V2
PostPosted: Mon Mar 17, 2008 10:36 pm 
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Location: Frankfort, IL
So, to take off from the other discussion. What if we made combat a "degree of success". That is to say, an armors "Armor Mod" now becoems the amount you need to hit by to pierce armor.

Example:
Defender: DEF 18, Armor: Chain AM: -2

Attacker: + to hit: +4

Attack: Rolls a 17 with a mod to 21. He hits buy 3 piercing the armor. This means 1/2 of the damage goes to the armor and 1/2 to the character. Say, a 2-hander at 30 points of damage, this would mean 15 to the flesh and 15 to the armor.

Alternatively, use the remaining points as a base. So, if the Chain is fresh, it protect an armor piercing for 15. If it is damaged to 20, it protects for 10.

Alternate-alternate, armor protects for 1/2 its full value so chain would always protect for 15 until the areas was destroyed. This effectively makes the heavier armors proof against piercing attacks of smaller weapons. A dagger just is not going to make it through.

Something to think about.

Bill

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 Post subject: Re: Armor Ideas for V2
PostPosted: Tue Mar 18, 2008 1:58 pm 
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I once tried different damages for different weapons;i.e. arrows and piercing separate from slashing separate from blunt. I slowed combat significantly.

I think this is an opportunity to revise armor but we need to keep in mind what works (slowing down an already slow system does not).

Another aspect is realism or rules in the concrete not abstract. We could simply say armor has an abstract body of FP and call it done. However, Iridium has always been about FP=real damage or what I call concrete rules. These are rules that have very little abstraction in them. So, we need to keep that in mind as well.

Bill

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 Post subject: Re: Armor Ideas for V2
PostPosted: Wed Mar 19, 2008 12:39 am 
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If you're going to go all out you might as well assign base dmg values to weapons and assign modifiers vs certain armor types. It may make the system appear even more complicated than it is but the main pro here would be you could have a chart that lists Arrows by type (there were dozens of different types) with modifiers that can add realism to the game.

Thus, rather than worrying about adding FP values to armor, which could make the system even clunkier, you use a bit of fuzzy logic to assign set modifiers by weapon type.

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 Post subject: Re: Armor Ideas for V2
PostPosted: Wed Mar 19, 2008 9:04 am 
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Kester Pelagius wrote:
If you're going to go all out you might as well assign base dmg values to weapons and assign modifiers vs certain armor types. It may make the system appear even more complicated than it is but the main pro here would be you could have a chart that lists Arrows by type (there were dozens of different types) with modifiers that can add realism to the game.

Thus, rather than worrying about adding FP values to armor, which could make the system even clunkier, you use a bit of fuzzy logic to assign set modifiers by weapon type.

Actually, if I understand you correctly, this is what we have right now...sort of. We have four basic types of arrows. Some do 1/2 against armor and double to flesh, some do just standard damage and others do the inverse. It is something to consider but on the surface, man, it sounds pretty complex.

Bill

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