I am definitely going to use the phrase “murder clown plate armour” the next time I play D&D 🙂
– Adrian 2019-03-19 14:43 UTC
– Alex Schroeder 2019-03-19 20:57 UTC
I have been toying for a while with the idea of armour as damage reduction. Basically, damage is rolled on a table (a bit like in rolemaster) based on location and type of damage. Armour substracts differently against different damage and the result is the hp loss, and if over certain threshold, means a wound.
Now, my idea is that one rolls to hit over (say) 10, then rolls for damage if one hits. The table has all the info, and if the location was not specified, it is determined by where the die landed.
Ideally, this means characters risk death from combat at higher levels, and hp are just a measure of fatigue. One dies from wounds, but 0 hp means the character is helpless.
– Enzo 2019-03-20 12:55 UTC
Interesting. I’ve played Das Schwarze Auge as a teenager (The Dark Eye), and there you had a defense roll (a d20 roll based on skill instead of a static target number), a damage roll, and damage reduction based on armor. My impression was that everything just took a lot longer. But your example has a static defense that’s easy to hit, right? Perhaps that simplifies things.
– Alex Schroeder 2019-03-20 14:43 UTC
Yeah, I haven’t tested it but I had in mind that you roll over 10 unless the opponent is actively doing something to avoid the blow.
– Enzo 2019-03-20 15:41 UTC
If you’re interested, take a look at the combat chapter of The All-Seeing Eye, a retro clone.
– Alex Schroeder 2019-03-20 16:58 UTC
It looks way more complicated than I was aiming for. Reminds me of my early rpg years (I cut my teeth with MERP).
– Enzo 2019-03-21 08:06 UTC
MERP! Good times. I bought MERP, and then Rolemaster with the companions up to IV, but when I finally got my players to check it out, they fought some orcs and got butchered and that was that. Back to AD&D! 😅
– Alex Schroeder 2019-03-21 08:50 UTC