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Armor Ideas for Iridium V2

Started by HinterWelt, March 18, 2008, 01:21:25 AM

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ConanMK

Quote from: HinterWeltWell, two parts.

1. I would like to keep or decrease complexity of combat.

2. I would like to model impact damage from attacks. So, when someone is hit with a weapon, even if they are armored, it still hurts. As it stands, you have a wall of invulnerability up until you do not; i.e. FP of protection via armor until it is reduced to 0 when you suddenly start taking damage.


So, with 1 in mind, Linda and I were talking and came up with another idea.

One pool of FP, One pool of Armor FP, no hit locations, no targeting. When you are hit, you may record your damage location via a wounds location chart. So, you take the 1's place of your die roll and that is the location.

For example, your base Fortitude is now the amount to worry about. You have your (STR+CON+WIL)/3 +1/2 CON, say 25 FP. You are wearing Chain for 30. When you are hit for 42 points, you would take 30 off reducing armor to 0, and apply 12 to your FP. Should you wish, the attacker rolled a 19 to hit you and the wound location would be you 9 or left leg.

For the record, Linda thinks I am crazy and that there is nothing wrong with the armor/combat rules. She also thinks the idea of Damage Reduction where armor decreases 1 point for every hit is too much book keeping.

Bill

Personally I kinda like the rules as they stand (for the record), but this new design might also hold some promise.

HinterWelt

Quote from: ConanMKPersonally I kinda like the rules as they stand (for the record), but this new design might also hold some promise.
I should have said this. This is perfectly alright answer as well. I am not bound to change the system, just exploring options as this (Neb V2 and Iridium V2) is the time for it.

Thanks,
Bill
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