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A dark fantasy using the dice rank system
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Topic: A dark fantasy using the dice rank system (Read 13541 times)
Ar Kayon
Member
Posts: 190
Re: A dark fantasy using the dice rank system
«
Reply #15 on:
May 25, 2010, 10:51:56 PM »
Armor<
Determining Coverage
Your overall coverage value will start at a base of 0, which represents dice rank 0 and the maximum amount of coverage possible. Coverage does not consider individual armor types (plate/mail/leather, etc.); if the body is covered by some type of valid armor type, then it counts for consideration.
1. Add 1 dice rank for each half of torso area unprotected (2 increments of coverage).
2. Add 1 dice rank for each half of total leg area (with both legs in consideration) unprotected (2 increments of coverage).
3. Add 1 dice rank if less than 2/3 of the total arm area (with both arms in consideration) are unprotected (1 increment of coverage).
4. Add 1 dice rank for each half of head coverage unprotected (+1 for open-faced helms or if the visor of a full coverage helmet is raised) (2 increments of coverage).
Formulas will be pre-calculated for common armor combinations to minimize effort.
Examples:
Tournament Armor / Gothic Armor / Maximilian Armor - DR 0
Three-quarters Plate - DR 1 (1d4)
Reduced Plate (helm and cuirass) - DR 4 (1d10)
Determining Strength
Each armor type (padded, leather, studded, jack of plate, mail, plate, tournament / heavy plate) has a base value of protection per increment of coverage. Add up the values of each increment to determine your overall armor strength.
Overall Armor Strength
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Ar Kayon
Member
Posts: 190
Re: A dark fantasy using the dice rank system
«
Reply #16 on:
May 26, 2010, 10:04:48 PM »
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Ar Kayon
Member
Posts: 190
Re: A dark fantasy using the dice rank system
«
Reply #17 on:
May 27, 2010, 07:51:28 AM »
Alternative Armor Rules
Whenever I say "simplified" in reference to mechanics, I never mean "dumbed down to make it easier to calculate". I mean that the mechanics are more elegant from an aesthetic and practical point of view. So yes, it is easier to comprehend, but the rule itself has not been rendered abstract.
Furthermore, the alternative rules are completely consistent with the core logic of the system. In comparison, the original post implemented special rules, which was why it was revised so quickly.
The new method is to add up points allocated by coverage and strength to determine your overall protective value. From there, the dice rank of your armor check will be determined. There are 12 total areas of coverage: 2 for the torso (point values are tripled for each area), 2 for the head/face (point values are doubled for each area), and 2 for each limb (upper and lower limb). Armor type gives a point value for each coverage area: 1 for padded, 2 for leather, 3 for studded, 4 for brigandine/jack of plate, 5 for mail, 6 for plate armor, 7 for tournament armor / other (magical, etc.)
DR 0 (1d4-1): 100 (full plate armor)
DR 1 (1d4): 84 (reduced plate)
DR 2 (1d6): 60 (cuirass and helmet)
DR 3 (1d8): 36 (cuirass, or jack of plate and helmet)
DR 4 (1d10): 18
DR 5 (1d12): 12
DR 6 (2d8): 10
Areas unaccounted for: hands, feet, neck, groin, underarms. Coverage of these areas does not improve overall protection value, but does protect the wearer from aimed attacks.
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