10-04-2010, 01:02 PM | #1 |
Join Date: Jan 2005
Location: Chicago
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Damage to Armor
Does anyone use rules for wear and tear on armor? How many times can my leather armor's DR be penetrated with a cutting attack before it's useless ribbons? How much would it cost to get repaired?
Or should I count every piece of armor as losing hp for every point of damage its DR blocks? Assume I'm running a gritty, detailed, realistic game and am okay with a lot of bookkeeping. |
10-04-2010, 01:07 PM | #3 |
Join Date: Oct 2007
Location: Vermont
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Re: Damage to Armor
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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10-04-2010, 01:09 PM | #4 | |
Join Date: Oct 2007
Location: Vermont
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Re: Damage to Armor
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10-04-2010, 01:25 PM | #5 |
Join Date: Dec 2006
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Re: Damage to Armor
The problem with damage to armor is that some attacks no matter how plentiful will never wear armor down (You could shoot a tank with 5.56 rounds all day and never do more then mark it up).
On the other hand some attacks, no matter how minor, on some armor will degrade it. Ever just 1 point of cutting damage on a suit of cloth armor will eventually turn it to tatters. I generally just deal with damage to armor by telling PCs occasionally that they need to pay a maintenance on there adventuring gear, valued at 1/10th the value of the gear (1/20th if they do the work themselves). The frequency of those upkeep goes up with what they were doing. |
10-04-2010, 01:28 PM | #6 |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Damage to Armor
Companion 2 rather than LT proper, but yes.
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10-04-2010, 02:01 PM | #7 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: Damage to Armor
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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10-04-2010, 02:53 PM | #8 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Damage to Armor
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 02:56 PM. |
10-04-2010, 02:59 PM | #9 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Damage to Armor
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10-04-2010, 04:35 PM | #10 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Damage to Armor
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 04:39 PM. |
Tags |
armor, damage, dungeon fantasy, low-tech |
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