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Old 01-13-2023, 05:21 PM   #4
restlessgriffin
 
Join Date: Jul 2021
Default Re: Edge Protection rules?

Quote:
Originally Posted by ArmoredSaint View Post
I thought I remembered the "Edge Protection" rule being somewhere in the basic DF books, but I can't seem to find it now.

My group is abandoning D&D for reasons that don't need to be gone into here, and we are considering adopting DF as our go-to game in spite of its major flaw of downplaying the effectiveness of armour and heaping on tons and tons of dice of weapon damage, making armour not really worth troubling with.

That Edge Protection rule would mitigate this glaring error somewhat, but I can't seem to find it in the books.

Am I misremembering?
Armor not worth troubling with? Dungeon Fantasy is based on GURPS. Although it is definitely cinematic, most characters really need armor! It is more lethal than D&D and there are no huge benefits for short rests and especially not for long rests!

I don't believe the Edge protection (as in from cutting weapons) you are looking for (as per GURPS Low-Tech is in DFRPG). Check the armor modifiers rules Adventurers, p110 for improving armor.

Improve skills to be more effective in wearing armor, using shields, making dodges and parries.

Also note that those who can make the big hits (at least PC wise) have spent a LOT of points on doing so buying up attacks and special abilities to do so. Maybe play with lower point values if this bothers you. Delvers to Grow (by Gaming Ballistic) sets starting limits I believe at 62 points (way to low for my taste), 125 points (slightly lower then general GURPS heroic 150 points, but in that range), and 187 expert level range.

I'd think 100-150 range would work well if you're looking for lower starting levels.
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