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#1 |
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Join Date: Oct 2007
Location: Vermont
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I definitely wouldn't do 1-1 unless you're keeping VERY specific records of the location where the DR is damaged. Something more like Semi-Ablative may be appropriate.
Perhaps Low-Tech will contain rules for this as well.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#2 |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Companion 2 rather than LT proper, but yes.
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#3 |
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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I'm fond of replacing the '9,10,11' results on the Critical Hit table with 'in addition to normal damage, the attack reduces the DR of any armour on the affected hit location by 1 for every five points of damage'. Mostly because it 'fixes' a frequently complained about issue with the critical hit table and requires a lot less book-keeping than more detailed solutions.
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#4 |
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Join Date: Mar 2005
Location: Maitland, NSW, Australia
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As Matt said, there are armour damage riules in Companion 2, but all of the options examined in the Low-Tech playtest involve an annoying level of book-keeping. We did include a Quick and Dirty option but it isn't very satisfying IMO. I would only bother with armour damage when the PCs are involved in frequent fighting and don't have access to armoury services for extended periods of time - such as when exploring a dungeon or when in the middle of a military campaign. For the rest of the time I would just rule that the Cost of Living expenses includes keeping your armour maintained.
Last edited by DanHoward; 10-04-2010 at 03:56 PM. |
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#5 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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#6 |
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Join Date: Mar 2005
Location: Maitland, NSW, Australia
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I wasn't thinking of DF. Plenty of my campaigns involved the party exploring a "dungeon"* for extended periods of time. If they were involved in frequent combat then I would use armour and weapon damage just as I would keep record of their arrows, food, and light sources. Most of the time I don't bother with this level of detail since they would have ready access to supplies and services.
* mine complex, catacombs, ruined fortress, derelict spaceship, etc. Last edited by DanHoward; 10-04-2010 at 05:39 PM. |
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#8 | ||
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Join Date: Jun 2006
Location: Spain —Europe
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(However, I believe Kuroshima was merely speaking from the point of view of one of his current campaigns and gaming mood.) Quote:
I agree very much with that. It can contribute to enhance the game experience.
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"Let's face it: for some people, roleplaying is a serious challenge, a life-or-death struggle." J. M. Caparula/Scott Haring "Physics is basic but inessential." Wolfgang Smith My G+ |
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#9 |
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Join Date: Feb 2005
Location: in your pocket, stealing all your change
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It's not that there weren't rules for armor damage to this day, there were. I believe they were in Compendium II 3rd edition, but I'm a little lazy to dig it up, and I might be misremembering from all the discussions and house-rules that were flying about at the end of 3e.
It's more the fact that, like Dan said, they're not very satisfactory, and when they are they become (I assume) too crunchy and annoying to book-keep. I myself never liked the rules, although the simulator in me aches for armor that degrades, all the options examined up to now are more annoying than satisfactory, they leave a bad taste in your mouth or bog up your game. It's quite possible that this was deemed too specific for Basic, while at the same time unsatisfactory and a possible obstacle for Fun. And Fun beats Realism in 4e. I can't speak for the game-developers and editors though, but the rules for it aren't new. This is one area in which, in the absence of good rules, I prefer to eyeball things as the GM. |
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#10 | ||
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Join Date: Jul 2005
Location: Jeffersonville, Ind.
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| Tags |
| armor, damage, dungeon fantasy, low-tech |
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