
Brewhunter |
So here we go. i have run these rule on the past three games and the players seem to like them. I don't have to beef up encounters, and players live longer. Everything is plugged into an excel spreadsheet where i can monitor initiative encounters and armor hp. (no extra work on the players or my part.)
Defense= 10+dex+shield+Misc Armor bonus + Hd (lv) modifier.
HD Mod. = HD or Lv /5
DR = Armor mod+ Natural armor+Existing DR - armor weakness weapon type.
Critical damage = (damage-DR)critical multiplier
*Optional Sunder on Critical to armor = (DMG - Item Hardness + Rend damage) critical multiplier. Note every 5 hp done to armor reduces the DR of that armor by 1
Rend damage is damage points the players volunteer to remove from HP damage to the foe to damage to the armor.
Armor weakness table: -1 DR
Padded or hide armor weak vs Piercing / Slashing
Pliable armor such as chain or studded leather weak vs Bludgeon (flight arrows)
Hardened Armor (such as leather or plate) weak vs Piercing.
The minus 1 to DR takes into account that the design of the armor is resilient to that type of attack but its actual DR dictates how resilient it actual is.