Will the new Pathfinder RPG have rules regarding Armor Damage?


Lost Omens Campaign Setting General Discussion

Dark Archive

I was wondering if anyone had any info regarding damage to armor and how it affects the AC. I remember that D&D had some sort of rules regarding damage taken to armor and that if the attack dealt a certin amount of damage your armor lost AC and if it lost all it's AC your armor was so damaged that it no longer provided any protection. Will Pathfinder use something like this or will it be more like you take the damage and somehow your armor never gets a scratch? Just wondering, thanks for any info provided.


If you check the Beta version of the rules, there is nothing about armor as reduced protection according to sustained damage.

Considering that the final version of the Pathfinder RPG will be somewhat close to the Beta but attuned to fit with 3.5, i don't see that happening.

The point of Pathfinder RPG is to be backwards compatible with D&D 3.5.
Yes there are many variations in the rules, but nothing that can't be added or removed in a matter of minutes...

After that, it's up to you as a DM to add this as a houserule if you want, along some similar things, such as armor damage reduction and so on.

Paizo Employee Creative Director

The Dark Hunter wrote:
I was wondering if anyone had any info regarding damage to armor and how it affects the AC. I remember that D&D had some sort of rules regarding damage taken to armor and that if the attack dealt a certin amount of damage your armor lost AC and if it lost all it's AC your armor was so damaged that it no longer provided any protection. Will Pathfinder use something like this or will it be more like you take the damage and somehow your armor never gets a scratch? Just wondering, thanks for any info provided.

The Pathfinder RPG won't have rules for degrading armor, really... it also won't have rules for degrading weapons doing less damage as they are used and accumulate wear and tear. The main reason? The game's complex enough already without having to track conditions for every single piece of equipment PCs, NPCs, and treasure stashes have throughout the game.


There is the broke condition which could be applied.

Quote:


Broken: Items that have taken damage gain the
broken
condition, meaning they are less effective at their
designated
task. The broken condition has the following
effects, depending upon the item.
- If the item is a weapon, any attacks made with the
item suffer a –2 penalty on attack and damage rolls. Such
weapons only score a critical hit on a natural 20 and only
deal ×2 damage.
- If the item is a suit of armor or a shield, the bonus
it grants to AC is halved, rounding down. Broken armor
doubles its armor check penalty on skills.

- If the item is a tool needed for a skill, any skill check
made with the item takes a –2 penalty.
- If the item is a wand or staff, it uses up twice as many
charges when used.
- If the item does not f it into any of these categories,
the broken condition has no effect on its use. Items with
the broken condition, regardless of type, are worth 75%
of their normal value. If the item is magical, it can only
be repaired with a mending or make whole spell cast by
a character
with a caster level equal to or higher than
the item’s and then only if the spell eliminates all of the
damage the object has taken. Non-magical items can be
repaired in a similar fashion, or through the Craft skill
used to create it. Generally speaking, this requires a DC
20 Craft check and 1 hour of work per point of damage to
be repaired. Most craftsmen charge 1/10 the item’s total
cost to repair such damage (more if the item is badly
damaged or ruined).

Dark Archive

Thanks for the replys, just wondering if anything had been kicked around with this idea.

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