2e had three damage types for weapons. Piercing, slashing, bashing. A plate suit could have high AC to slashing but AC closer to soft armour for bashing. So a pick that made less damage would essentially have a greater chance to hit plate.
Ascending and descrnding AC is the same math but turned around. Your THAC0 improves with level, heavy armour makes you harder to hit. You turn the same formula slightly on the side.
I like the concept of armor wearing out during a fight, but keeping track of things was a pain. Now if a monster deals a critical hit, before damage is rolled I offer the players the option to take normal damage by sacrificing their armor/shield/weapon. If they have a lot of hp they choose to take the hit, if low on hp it becomes more of a gamble. It becomes even more painful when the armor/shield/weapon is a prized magic item.
Some systems have rules where armour is like ablative hp. A friend of mine made a system where armour could be activated to absorb x damage, but had a limited amount of activations. Repair takes cash time and skill.
Cyberpunk 2020 had social limits to armour. The don't let a madman in MetalGear into the pub. Anyone in MetalGear on the street shouts "company hit team" or "SWAT". You can do it but no one who sees you will be surprised. Armour better than ballistic tees make you slower and lowers initiative, but armour often saves people from lethal damage.
@@wizardsofthetower3802 Armour itself is simply absorbing. Heavier armour lowers your initiative by a small amount. Ducking behind a reinforced PayComp or other cover also counts as armour, and a lot of structures in the city are built sturdy. A dang bus stand can take weapons fire. There is a hit location system, an armour shirt does not cover your legs and head. Some weapons halve armour. Armour is a trade-off between visibility and heaviness, if you wear an armour t-shirt people won't notice it. Heavy subdermal armour make you look blocky.
My HEMA friends describe shields as a partying tool. MERP shields work a lot like that. I like the simplicity of simply granting +1 or +2 to your combined AC. Police in Esoteric Enterprises often have more armour than your criminal PCs but they are always one encumbrance level higher. You can outrun the SWAT team.
It’s true that some weapons are better against some types of armor, but adding modifiers to reflect this in game may not be for everyone. This would going back to the old AD&D THAC0 system. Besides, would you also apply modifiers to monsters that don’t use melee or ranged weapons and what about those monsters and their AC, are their bodies protected by hard scales or skin (dragons), thick hide and fur (bears), resilient “blubber” (walrus or purple worm). All things that would need to be considered and worked out ahead of time…and then everyone needs to remember to use these rulings.
@stephendragonspawn6944 Thank you for the post. Oh Yes. What is good for the Goose, is good for the Gander. It would take working it into a system, and it may slow down the game. In the end, it is up to the DM for their game to decide. And yes, I would recommend a cheat sheet for all so it helps everyone.
Most medieval knight’s shields 🛡️ were not steel, but composites of wood, leather and gesso. The edges may have been reinforced with steel on the edges only. Otherwise it would be too heavy. In the Renaissance steel rondel (small round shields about 12 to 18” diameter) and steel bucklers (9 to 12”) were popular with the Spanish Tercios.
Correct, Using HUGE amounts of steel to make a shield was not the best way to do it, and correct most were wooden, accept the bucklers. We have wooden viking shields. Most of the time, the edges were rawhide, which is very tough and even helps hold everything together. Thanks for the post
Based on the Backswords & Bucklers game and my HEMA experience, I go with armor doing Damage Reduction. Defense is calculated thusly: 10 + Dex Mod + Base Attack Bonus + 2 Shield (or + 1 for second weapon)
@@wizardsofthetower3802 I find that it pretty well characterizes one's combat training and experience, which should include both offense and defense. Thanks to Antonio Banderas, everyone thinks that you win a sword fight by sticking the pointy end into the other fellow. If you die in the process, however, you didn't win One wins a sword fight, rather, by ending the day with the same number of holes in one's body as with which they began the day. This is reflected ably with BAB, both in consideration of character level (how much experience) and character class (the focus of that experience.)
THANK YOU. Because I am an Eastern Martial Artist, and I use basically the same thing as you for my RPG homebrew/own RPG system. I also don't have Strength as a bonus to hit. Because being strong doesn't make you more skilled in combat, it makes you HIT harder but not BETTER.
Also, historians has recently discovered that soldiers and knights learned to use their swords if ver different ways than what we see in the movies (I.e. just held by the handle and striking with the blade). Illustrations show swords held by the blade (with gauntleted hands) and using the crossguard as a military pick, or one hand half way down the blade to guide it to a weak point on their foe (visor slit, gap in a shoulder plate, etc). This could be assumed as PC roll their attack as they would use their weapon to maximum efficiency, especially warriors classes.
Before I get too far in the video, I added a system to my table called the defense matrix. It goes Armor Class -> Glancing Hit -> Armor Reduction -> Immunities/Resistances/vulnerabilities. AC is still the standard hit or miss, Glancing blows is a range above your AC determined by your armor where damage is halved, Armor Reduction is the amount that incoming damage is reduced by, and I,R,V is as it usually is; lastly crits bypass everything except I,R,V. All this together gives a mechanical play experience where you need to hit someone wearing full plate really hard or in the right spot to deal damage through the armor, or you can get lucky with a crit and deal max damage as if you found a gap like the eye slit with your dagger. Armor categories determine your AC formula and the armors themselves give your Armor Score which determines your Glancing Blow Range and Armor Reduction. Full plate would have an AS of 5 and heavy armor would have an AC formula of 11 + Prof Bon + Dex Mod (Max 0). So a lvl 4 fighter with a shield and full plate would have an AC of 15, GR of 20, and AR of 5. Assuming a monster had a +5 to hit, they’d miss on 1-9, need to deal 12 damage on a 10-14, need to deal 6 damage on a 15-19, and crit on a 20. This would overall make fights less of a yo-yo but still allow there to be big moments that can turn a fight
I was introduced to ruleplaying in a damage reduction system. You could add a bypass system where armor has 2 values, coverage as the present AC and armor value as the damage reduction. Pair it with ac to touch and you have a threshold zone where armor works but go beyond that, full damage.
Look into the age system for this as well. It is a damage reduction armor 3d6 system. You can increase the damage of the attack through stunts gained through doubles rolled on attack or through use of armor bypass mechanics with piercing or penitrating attacks.
I know 5E does not really have rules for sundering, while Pathfinder 1, and 2E do. Not familiar with how some other TTRPG's might do it. Of course, a DM/GM can easily come up with rules for any system with a little research and work. Thanks for the post
The thing about adding damage reduction to a system or replacing armor class with is the complexity tax it introduces. Yes, armor reducing damage is more realistic. Reducing specific types of damage more than others is more realistic. But it becomes harder to manage. AC is a flat +5% difficulty to hit you on a d20 roll. Reduction will change the proportion of damage it blocks based on whether your being hit by one big attack or several smaller ones. And as enemies scale up, their damage has to also increase proportional to your improving damage resist. Which means fighting something noticeably more or less powerful will result in your defenses being disproportionally terrible or practically invulnerable. The AC system means everything is affected equally proportionally.
I don't know why YT bring up this video but I started to think about this topic in the last few days. I originally played a system other than D&D. It considered a D&D clone but it used a damage reduction system where the heavy weapon reduced more damage but it also reduced your Dexterity and Agility. There are 2 things what I didn't like about it. First the book tried to explain that the armour reduced the damage because you couldn't penetrate it that much. While that make sense for lighter weapon, it doesn't really work for plate. Because even weapon what can sunder an armour are can't really get through it. A war hammer wasn't good because it went through armour it was good because plate armour wasn't really good stopping blunt force (plus it damaged the armour and made less comfortable to wear it in a battlefield. My second problem is what I like to call a the "dagger problem". In Damage Reduction system a dagger do nothing against an opponent who wears a plate armour but in IRL a dagger (especially something like the Rondel) was really good against armoured opponents. Not long ago I started DM a team where almost everyone is a newbie and at one point they got to blacksmith and they asked me if there anyway to upgrade their weapons. I told them there aren't rules for that in the base game but eventually I probably can come up with some ideas. Not much latter I came to conclusion that for that I need to change some weapons in the game. Foe example I plan to introduce some new weapon properties. One of them would be 'sundering'. I'm not sure yet how I will implement. Maybe it should be a different action or maybe it would activate if your weapon miss by one. I don't know if it will work but at least this would simulate the armour damaging properties of certain weapons (thou it wouldn't simulate how certain weapons would work against certain armour types better).
YT works in odd ways. Thanks for the post and subscribing. I'd be interested in knowing the other system. I know Pathfinder has many rule options one can use.
I pretty sure you didn't hear about it because it's old system from my country (Hungary) called M.A.G.U.S. It was made back when you couldn't really play D&D here. As fat as I know it has a few similarity to 2nd Edition (I'm not familiar with 2E) but it did few unique things. For example they kinda figured out the "HP problem". That while you want your characters grow and become more powerful it is also weird how they can survive multiple stabs to the chest at higher level. They solved this issue with something I like to call double HP system. Basically you had two types of HP. The first called Pain Point. This was to simulate lighter wounds and stamina. If this dropped to 0 you wouldn't die but went unconscious. Your pain point increases every time you level up. However in the other hand you have your life point which never increases naturally. It based on your class and one of your ability score. If your life point goes below zero you died. Most of the time you only suffered pain point damage but during critical strike (crits worked differently) you lost life point. So while your character can become stronger and could take a beating you were always just a few nasty crits from death.
@@WintersCharles Had not heard of that system. Sound interesting. 2E D&D was similar to 1st with a few changes that led to what became 3 and 3.5. It still used the old THAC0 system of 1st ed
It is always funny to find out that D&D players would be totally lost in systems like DSA / The Dark Eye which do things very, very much more detailed and complicated.
For those not in the know, this is how melee in DSA works: The attacker does his attack roll, and can fail crit, fail, succeed or crit succeed. The attacked rolls his defense roll (either a parry roll or an evasion roll; parry is made more complicated by the weapons involved, embodied by applying the weapon comparison factor, i.e. you cannot easily parry an axe attack with a butter knife), and if the attack still succeeds, damage is rolled, which is then reduced by armor. Crits have special effects like replacing all damage dice with D20s, etc.
One score to cover all parts of defense is the simplest way. If you want to keep track of agility, and actions, and armor, and damage to armor, you're going to slow things down
@douglasphillips5870 Thank you for the comment. The system we were to use, was actually pretty fast... once you got past the confusion. It was as fast as the regular systems
@TheSoling27 Not sure I follow you. As a player of 1st Ed, We called it THAC0. Now Original White Box or 0 Ed as some call it, may have been different. I cannot say as I came into D&D in 79 with what is now commonly called 1st Ed now
The tables are a function of Thac0. Check the math. Grab a characters to hit value for ac 0. Check what will hit ac 5 and ac - 5. You'll find a 10 point spread. Just as with thac0
i am starting to playtest my own ttrpg now and in my mechanics i remove hitpoints and play with hits. so the armor will just absorb said hits until its broken. having to use part of your action economy for the blocking sounds interesting. might try to incorporate that
I use AC as DR - makes sense - the idea wearing full plate "harder to hit" is nonsense - if any person throws on 50+ pounds of plate, I promise you they don't dodge or move about as swiftly, and thus easier to hit them... just the hit doesn't do as much. I'm making my own system, based mostly on Pathfinder 1e, and these are the basics of how you can apply it to a standard PF1e game or similar: -the "AC" is now "DEFENSE", and amor grants DR/armor equal to what the normal AC bonus would have been -every character applies their base Reflex save bonus from class to their DEFENSE score - so with "training/experience" they learn to avoid being hit -Called Shot (per Ultimate Combat) rules can allow a character to ignore or bypass some (usually half) of the DR from armor... for example, foe wearing full plate - call shot to eyes, joints, areas of armor that are exposed -"Dismantle" as a Combat Maneuver - on a success, you can temporarily reduce the armor's effectiveness by 1 (or 3 if succeed by 10 or more) - thus armor granting DR 8/fullplate could be reduced to 7 with a successful CMB check to Dismantle it a bit - takes 5 minutes of work to readjust armor to fix (basically warping armor pieces, cutting straps, etc) Hope this gives you all some ideas
@milackuswiftie13 Thanks for the comment. Make sure players have "Cheat" sheets as it can be confusing if they come from the standard armor systems. Best of luck, would love to hear how it goes
@@wizardsofthetower3802 oh, it's been going well - I've been running my system and homebrew this way since 2009. I made my own character sheets and gear sheets, so the DR for armor is listed next to HP, and the gear sheet has spots for standard Hardness and HP of materials/armor. I proudly can say about 80% of those I run in my campaigns comment how they dislike playing other games without it anymore. Hope to see more videos from you all about your games and experiences as well
@@swiftigoth Glad to hear. Yes, more coming soon. We had to take a week off for work and medical, but should have a new episode end of next week. Don't forget to join the discord if you have ideas you would like to see us do (Link here discord.gg/8B5EYdQG)
I get it. I play with the rules as written for armor. The method we discus was a DM we had. It was an interesting method, and a we bit confusing for some players
2e had three damage types for weapons. Piercing, slashing, bashing. A plate suit could have high AC to slashing but AC closer to soft armour for bashing. So a pick that made less damage would essentially have a greater chance to hit plate.
@SusCalvin Thank you for your comment and post
Ascending and descrnding AC is the same math but turned around. Your THAC0 improves with level, heavy armour makes you harder to hit. You turn the same formula slightly on the side.
@SusCalvin Thank you for your comment and post
I like the concept of armor wearing out during a fight, but keeping track of things was a pain. Now if a monster deals a critical hit, before damage is rolled I offer the players the option to take normal damage by sacrificing their armor/shield/weapon. If they have a lot of hp they choose to take the hit, if low on hp it becomes more of a gamble. It becomes even more painful when the armor/shield/weapon is a prized magic item.
Yeah, it could get clunky and time consuming. Sounds like a fair way to handle it. Thanks for sharing
Some systems have rules where armour is like ablative hp. A friend of mine made a system where armour could be activated to absorb x damage, but had a limited amount of activations. Repair takes cash time and skill.
@@SusCalvin Thank you for the comment. I find it interesting those who come up with their own armor vs damage systems
Cyberpunk 2020 had social limits to armour. The don't let a madman in MetalGear into the pub. Anyone in MetalGear on the street shouts "company hit team" or "SWAT". You can do it but no one who sees you will be surprised.
Armour better than ballistic tees make you slower and lowers initiative, but armour often saves people from lethal damage.
Not familiar with how Cyber Punk works. Interesting
@@wizardsofthetower3802 Armour itself is simply absorbing. Heavier armour lowers your initiative by a small amount. Ducking behind a reinforced PayComp or other cover also counts as armour, and a lot of structures in the city are built sturdy. A dang bus stand can take weapons fire. There is a hit location system, an armour shirt does not cover your legs and head. Some weapons halve armour. Armour is a trade-off between visibility and heaviness, if you wear an armour t-shirt people won't notice it. Heavy subdermal armour make you look blocky.
My HEMA friends describe shields as a partying tool. MERP shields work a lot like that. I like the simplicity of simply granting +1 or +2 to your combined AC.
Police in Esoteric Enterprises often have more armour than your criminal PCs but they are always one encumbrance level higher. You can outrun the SWAT team.
@SusCalvin Thank you for your comment and post
It’s true that some weapons are better against some types of armor, but adding modifiers to reflect this in game may not be for everyone. This would going back to the old AD&D THAC0 system. Besides, would you also apply modifiers to monsters that don’t use melee or ranged weapons and what about those monsters and their AC, are their bodies protected by hard scales or skin (dragons), thick hide and fur (bears), resilient “blubber” (walrus or purple worm). All things that would need to be considered and worked out ahead of time…and then everyone needs to remember to use these rulings.
@stephendragonspawn6944 Thank you for the post. Oh Yes. What is good for the Goose, is good for the Gander. It would take working it into a system, and it may slow down the game. In the end, it is up to the DM for their game to decide. And yes, I would recommend a cheat sheet for all so it helps everyone.
Classic Traveller and Chainmail had a matrix system where you looked up laser effect on battle dress.
Role Master also has some of this. Weapons crit differently against armours.
Most medieval knight’s shields 🛡️ were not steel, but composites of wood, leather and gesso. The edges may have been reinforced with steel on the edges only. Otherwise it would be too heavy. In the Renaissance steel rondel (small round shields about 12 to 18” diameter) and steel bucklers (9 to 12”) were popular with the Spanish Tercios.
These were quite thin and used to deflect
Correct, Using HUGE amounts of steel to make a shield was not the best way to do it, and correct most were wooden, accept the bucklers. We have wooden viking shields. Most of the time, the edges were rawhide, which is very tough and even helps hold everything together.
Thanks for the post
Bucklers were also popular in the XIIIth century (as proved by the I-33)
Based on the Backswords & Bucklers game and my HEMA experience, I go with armor doing Damage Reduction.
Defense is calculated thusly:
10 + Dex Mod + Base Attack Bonus + 2 Shield (or + 1 for second weapon)
Interesting. So why BAB as defense? Thank you for the post
@@wizardsofthetower3802 I find that it pretty well characterizes one's combat training and experience, which should include both offense and defense. Thanks to Antonio Banderas, everyone thinks that you win a sword fight by sticking the pointy end into the other fellow. If you die in the process, however, you didn't win
One wins a sword fight, rather, by ending the day with the same number of holes in one's body as with which they began the day. This is reflected ably with BAB, both in consideration of character level (how much experience) and character class (the focus of that experience.)
@@johnstuartkeller5244 Thank you for your reasoning on this. Yes, the best Offense, can be the best Defense, or vice versa
THANK YOU.
Because I am an Eastern Martial Artist, and I use basically the same thing as you for my RPG homebrew/own RPG system.
I also don't have Strength as a bonus to hit. Because being strong doesn't make you more skilled in combat, it makes you HIT harder but not BETTER.
Also, historians has recently discovered that soldiers and knights learned to use their swords if ver different ways than what we see in the movies (I.e. just held by the handle and striking with the blade). Illustrations show swords held by the blade (with gauntleted hands) and using the crossguard as a military pick, or one hand half way down the blade to guide it to a weak point on their foe (visor slit, gap in a shoulder plate, etc).
This could be assumed as PC roll their attack as they would use their weapon to maximum efficiency, especially warriors classes.
@stephendragonspawn6944 Thank you for the post. Absolutely! There is a fine art to combat and using the blade or other weapons
Just found you guys and like your back n forth ideas and explanations
@gstaff1234 Thank you for the post. Glad you like the format of what we do
Before I get too far in the video, I added a system to my table called the defense matrix. It goes Armor Class -> Glancing Hit -> Armor Reduction -> Immunities/Resistances/vulnerabilities. AC is still the standard hit or miss, Glancing blows is a range above your AC determined by your armor where damage is halved, Armor Reduction is the amount that incoming damage is reduced by, and I,R,V is as it usually is; lastly crits bypass everything except I,R,V. All this together gives a mechanical play experience where you need to hit someone wearing full plate really hard or in the right spot to deal damage through the armor, or you can get lucky with a crit and deal max damage as if you found a gap like the eye slit with your dagger.
Armor categories determine your AC formula and the armors themselves give your Armor Score which determines your Glancing Blow Range and Armor Reduction. Full plate would have an AS of 5 and heavy armor would have an AC formula of 11 + Prof Bon + Dex Mod (Max 0). So a lvl 4 fighter with a shield and full plate would have an AC of 15, GR of 20, and AR of 5. Assuming a monster had a +5 to hit, they’d miss on 1-9, need to deal 12 damage on a 10-14, need to deal 6 damage on a 15-19, and crit on a 20. This would overall make fights less of a yo-yo but still allow there to be big moments that can turn a fight
@russelldavis1359 Thanks for the comment and sharing how you do armor as damage reduction
I was introduced to ruleplaying in a damage reduction system. You could add a bypass system where armor has 2 values, coverage as the present AC and armor value as the damage reduction. Pair it with ac to touch and you have a threshold zone where armor works but go beyond that, full damage.
Thank you for the post, And yes, another way of doing it
Look into the age system for this as well. It is a damage reduction armor 3d6 system. You can increase the damage of the attack through stunts gained through doubles rolled on attack or through use of armor bypass mechanics with piercing or penitrating attacks.
I know 5E does not really have rules for sundering, while Pathfinder 1, and 2E do. Not familiar with how some other TTRPG's might do it. Of course, a DM/GM can easily come up with rules for any system with a little research and work. Thanks for the post
The thing about adding damage reduction to a system or replacing armor class with is the complexity tax it introduces. Yes, armor reducing damage is more realistic. Reducing specific types of damage more than others is more realistic. But it becomes harder to manage. AC is a flat +5% difficulty to hit you on a d20 roll. Reduction will change the proportion of damage it blocks based on whether your being hit by one big attack or several smaller ones. And as enemies scale up, their damage has to also increase proportional to your improving damage resist. Which means fighting something noticeably more or less powerful will result in your defenses being disproportionally terrible or practically invulnerable. The AC system means everything is affected equally proportionally.
I totally get that. I use the regular system, thought, I have been temped to try the methods or others we talk about for "Fun" 😛
For my homebrew AC applies but heavy armor has damage reduction as well
@nonya9120 Thank you for the comment. Best of luck in your system. Keep us up to date on how it goes
@@wizardsofthetower3802stop answering like you are a robot. Nobody likes this fake insincere feedback shit. It feels like you don't give a f.
I don't know why YT bring up this video but I started to think about this topic in the last few days. I originally played a system other than D&D. It considered a D&D clone but it used a damage reduction system where the heavy weapon reduced more damage but it also reduced your Dexterity and Agility. There are 2 things what I didn't like about it. First the book tried to explain that the armour reduced the damage because you couldn't penetrate it that much. While that make sense for lighter weapon, it doesn't really work for plate. Because even weapon what can sunder an armour are can't really get through it. A war hammer wasn't good because it went through armour it was good because plate armour wasn't really good stopping blunt force (plus it damaged the armour and made less comfortable to wear it in a battlefield. My second problem is what I like to call a the "dagger problem". In Damage Reduction system a dagger do nothing against an opponent who wears a plate armour but in IRL a dagger (especially something like the Rondel) was really good against armoured opponents.
Not long ago I started DM a team where almost everyone is a newbie and at one point they got to blacksmith and they asked me if there anyway to upgrade their weapons. I told them there aren't rules for that in the base game but eventually I probably can come up with some ideas. Not much latter I came to conclusion that for that I need to change some weapons in the game. Foe example I plan to introduce some new weapon properties. One of them would be 'sundering'. I'm not sure yet how I will implement. Maybe it should be a different action or maybe it would activate if your weapon miss by one. I don't know if it will work but at least this would simulate the armour damaging properties of certain weapons (thou it wouldn't simulate how certain weapons would work against certain armour types better).
YT works in odd ways. Thanks for the post and subscribing. I'd be interested in knowing the other system. I know Pathfinder has many rule options one can use.
I pretty sure you didn't hear about it because it's old system from my country (Hungary) called M.A.G.U.S. It was made back when you couldn't really play D&D here. As fat as I know it has a few similarity to 2nd Edition (I'm not familiar with 2E) but it did few unique things. For example they kinda figured out the "HP problem". That while you want your characters grow and become more powerful it is also weird how they can survive multiple stabs to the chest at higher level. They solved this issue with something I like to call double HP system. Basically you had two types of HP. The first called Pain Point. This was to simulate lighter wounds and stamina. If this dropped to 0 you wouldn't die but went unconscious. Your pain point increases every time you level up. However in the other hand you have your life point which never increases naturally. It based on your class and one of your ability score. If your life point goes below zero you died. Most of the time you only suffered pain point damage but during critical strike (crits worked differently) you lost life point. So while your character can become stronger and could take a beating you were always just a few nasty crits from death.
@@WintersCharles Had not heard of that system. Sound interesting. 2E D&D was similar to 1st with a few changes that led to what became 3 and 3.5. It still used the old THAC0 system of 1st ed
It is always funny to find out that D&D players would be totally lost in systems like DSA / The Dark Eye which do things very, very much more detailed and complicated.
For those not in the know, this is how melee in DSA works:
The attacker does his attack roll, and can fail crit, fail, succeed or crit succeed. The attacked rolls his defense roll (either a parry roll or an evasion roll; parry is made more complicated by the weapons involved, embodied by applying the weapon comparison factor, i.e. you cannot easily parry an axe attack with a butter knife), and if the attack still succeeds, damage is rolled, which is then reduced by armor. Crits have special effects like replacing all damage dice with D20s, etc.
Not familiar with that system, thank you for enplaning it below. I was not lost once I figured it out, but others were
One score to cover all parts of defense is the simplest way. If you want to keep track of agility, and actions, and armor, and damage to armor, you're going to slow things down
@douglasphillips5870 Thank you for the comment. The system we were to use, was actually pretty fast... once you got past the confusion. It was as fast as the regular systems
like the conversation:) thanks for sharing
@frisco339 Thank you for the comment, we appreciate it
first ed was NOT THAC0 -- it was purely tabular .. very much based on Chainmail.
@TheSoling27
Not sure I follow you. As a player of 1st Ed, We called it THAC0. Now Original White Box or 0 Ed as some call it, may have been different. I cannot say as I came into D&D in 79 with what is now commonly called 1st Ed now
The tables are a function of Thac0.
Check the math. Grab a characters to hit value for ac 0. Check what will hit ac 5 and ac - 5. You'll find a 10 point spread. Just as with thac0
i am starting to playtest my own ttrpg now and in my mechanics i remove hitpoints and play with hits. so the armor will just absorb said hits until its broken.
having to use part of your action economy for the blocking sounds interesting. might try to incorporate that
Thank you for the comment. Yes, please try it. It may work for you
I use AC as DR - makes sense - the idea wearing full plate "harder to hit" is nonsense - if any person throws on 50+ pounds of plate, I promise you they don't dodge or move about as swiftly, and thus easier to hit them... just the hit doesn't do as much.
I'm making my own system, based mostly on Pathfinder 1e, and these are the basics of how you can apply it to a standard PF1e game or similar:
-the "AC" is now "DEFENSE", and amor grants DR/armor equal to what the normal AC bonus would have been
-every character applies their base Reflex save bonus from class to their DEFENSE score - so with "training/experience" they learn to avoid being hit
-Called Shot (per Ultimate Combat) rules can allow a character to ignore or bypass some (usually half) of the DR from armor... for example, foe wearing full plate - call shot to eyes, joints, areas of armor that are exposed
-"Dismantle" as a Combat Maneuver - on a success, you can temporarily reduce the armor's effectiveness by 1 (or 3 if succeed by 10 or more) - thus armor granting DR 8/fullplate could be reduced to 7 with a successful CMB check to Dismantle it a bit - takes 5 minutes of work to readjust armor to fix (basically warping armor pieces, cutting straps, etc)
Hope this gives you all some ideas
@milackuswiftie13 Thanks for the comment. Make sure players have "Cheat" sheets as it can be confusing if they come from the standard armor systems. Best of luck, would love to hear how it goes
@@wizardsofthetower3802 oh, it's been going well - I've been running my system and homebrew this way since 2009. I made my own character sheets and gear sheets, so the DR for armor is listed next to HP, and the gear sheet has spots for standard Hardness and HP of materials/armor. I proudly can say about 80% of those I run in my campaigns comment how they dislike playing other games without it anymore. Hope to see more videos from you all about your games and experiences as well
@@swiftigoth Glad to hear. Yes, more coming soon. We had to take a week off for work and medical, but should have a new episode end of next week. Don't forget to join the discord if you have ideas you would like to see us do (Link here discord.gg/8B5EYdQG)
Armor as damage reduction is a 40 year old idea.
For Gods sake people, just play a different game, reinventing the wheel is so pointless.
I get it. I play with the rules as written for armor. The method we discus was a DM we had. It was an interesting method, and a we bit confusing for some players
🥳❤️👍🏿
Found it
Glad you found it
@@wizardsofthetower3802 me too - great stuff
Is that a skull bong?
No, it is a fake skull with a real candle on top. The other skull is a real skull
Yuck
@Briggs-l8w Yuck What?