11-20-2020, 12:08 AM | #10 | |
Join Date: Jan 2010
Location: Brighton
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Re: Which optional rules do you use for muscle-powered weapons and armors?
Quote:
The problem is unless you use a design system to make thicker and thicker armour to counter attacks of increasing ST, DR from armour tends to stay a lot more static and so yep is loses it effectiveness as ST goes up. I.e if you want DR to keep up with ST based Damage that scales with ST you have to let DR also scale with ST in some way. and the system defaults to all hand held weapon damage scaling with ST but armour DR is pretty much a range of static options in the equipment lists. I've messed with various house rules down the years but ultimately I use edge protection from LT, allow armour to be tailored to it's wearers ability to wear it and tend to truncate* the range of ST's for humans before they hit the levels of Gorillas and Bears. I personally don't have too much problem in my games. *this is a specific game choice for several reasons and not a system wide solution.
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 11-20-2020 at 01:05 AM. |
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Tags |
combat, optional rules |
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