Quote:
Originally Posted by David Bofinger
There are two obvious ways to implement shield and armour effects: by DX modifier (mostly used in D&D) or by hits stopped (more common in other games, including TFT Classic).
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There is a third way that is an easy compromise without using both ways simultaneously.
You can either use armor points and then give attackers an option to convert DX to Damage, in some way. One example would be shrewd attacks, but for everyone, at let's say -6DX for +1die damage. This means that you can overcome armor by brute force or agile attacks.
Vice versa, you can give armor and shields a defensive bonus instead, but then let attackers use a quick attacks option at half damage for +3DX, or some such. So you can again overcome armor by High DX or High ST (that still do good damage even halved).
Such options should be standard in order to avoid "impossible" 6vsDX attacks or 12+ points of armor that might drag a fight out needlessly.