
Blaeringr |

I've been researching historical weapons and armor recently, and the more I learn the more I feel the rules systems for most RPGs just don't grasp the concept.
I've looked at the variant rules: armor as damage reduction, but I feel that still somewhat misses the mark in some aspects, and completely misses it in others.
I'm determined to write up my own variant rules, and would like to toss out my rough ideas so far to see if I can gain more insights through this community.
Here's a link to the google document where I'm drafting this up: Revision: Armor as DR
And here's what I've written up so far:
Assumptions Behind Revision
1) Different armors and shields were more or less effective against different types of weapons. Just as an example, any metal armor tended to be extremely effective against any kind of slashing attack.
2) Many weapons were designed and used specifically with the purpose in mind of doing more damage to armored opponents
3) Weapons were regularly used both defensively and offensively, not either/or. Bonuses to defensive and offensive capabilities depended on several factors, including:
- user’s skill (BAB or ½ BAB added to Defense value? Weapon training?)
- weapon length (longer weapons have slight? moderate? large? advantage over shorter ones?)
- other design considerations (some weapons, like flails, just weren’t designed to parry well at all)
sundering weapons
4) Armor should provide protection against many non-weapon based attacks:
- a blast of fire to bare flesh should obviously hurt more than flesh encased in metal
- being encased in metal should make electricity hurt a lot less (eg. a tesla cage)
5) Just as there should be measures to bypass armor DR, there should also be counter measures (which can get expensive and require you to anticipate specific dangers):
- ghost touch armor
- radiant energy armor
- bug repellent :D
And GMs should come up with creative new ways to bypass DR.
6) There are weak spots in armor. But weak spot does not mean no armor. A critical hit should treat damage as being dealt against armor of a lesser category (heavy becomes medium, medium becomes light, and light armor ignored on a crit), and a confirmed vorpal hit (or double vorpal?) should ignore armor DR altogether.
7) While many damage based spells should be less effective against armored opponents, not all should, and spell selection should become more of a priority.
Some of the Questions to Work Out
1) Magic weapon vs magic armor: how much DR is ignored per difference in weapon enhancement number above armor enhancement number?
2) Does the critical defense check really make sense? The target’s ability to defend their self is already taken into account in their defense total, why are they defending their self a second time just because the attack is worse?
3) Why does adamantine completely ignore armor DR? Does a little more hardness really make that kind of difference?
4) Additional bonuses to either DR or Defense that scale with BAB?
5) Should force spells ignore armor? Magic armor?

tsuruki |
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Re-writing the AC system is bad. This is a game, not a war enthusiast re-enactment manager.
The system assumes monsters hit you an X amount of the time, and DR exists to modify the end damage result by Y. Z is the damage per attack.
But this is not a matter of X=ZY.
If you modify the To-hit numbers (X) and give extra DR (Y) to everyone who wears armor, that leaves Z (Damage dealt) unmodified which means Z will always invariably skew whatever AC->DR system you may try to write. This is also the reason why the old Armor=Dr system is an optional secondary system to the 3.x To-hit vs AC system.
If you re-write Ac, you also need to re-write the manner of how DR actually works and how damage is dealt. All from scratch.
Also you need to create a DR erosion system, which is a lot of bookkeeping for everyone involved.
Example of skewed Armor0Dr mechanics:
Fighter fights Dragon. Dragon has +12 to hit. Fighter has 26 armor. Dragon deals 16 damage on hits. Hits only 30% of the time. Damage per round is roughly 5.
Under Armor=Dr rules, Fighters Ac is 17, but his DR is 10. Dragon deals 6 damage on hits. Hits roughly 75% of the time. Damage per round is roughly 5. Looking good so far?
Fighter fights Goblin. Goblin has +4 to hit. Fighter has 26 armor. Goblin deals 4 damage on hits. Hits only 5% of the time. Damage per round is roughly 0.25 (Remember to multiply by the amount of goblins :) )
Under Armor=Dr rules, Fighters Ac is 17, but his DR is 10. Goblin deals 0 damage on hits. Too bad for the goblin.
Theres other stuff behind the issue too, but iv´e got class to attend. Please give the armor=Dr system a try before you make a final decision about it, you never truly understand things till you try them out.

Blaeringr |

It's already talked about in ultimate combat p. 191 to 192 as a variant rule. Now if you really insist on making it from scratch, good luck.
It is indeed talked about in ultimate combat. That would be exactly and precisely what I was talking about when I said "I've looked at the variant rules: armor as damage reduction, but I feel that still somewhat misses the mark in some aspects, and completely misses it in others."
There were rules for increasing or decreasing the effectiveness of specific armours against types of damage in editions before 3rd. Few people used them. It slows down combat even more when with each attack you need to stop and ask "Is that B, P, S, or a combo?".
Thank you, I'll look into that. I appreciate your concern, but I think I wont be in too terribly much over my head with keeping track of B, P, and S, as it already comes into play with some monsters and existing types of damage reduction.
Re-writing the AC system is bad. This is a game, not a war enthusiast re-enactment manager.
While that may not be how you choose to use the game, I do enjoy the extra authenticity. I understand it's not what everyone looks for, so I'll clarify for you that this thread is not an attempt to persuade the community to adopt it; I am developing a revision of the armor as DR system that I will try out. Maybe I'll like it, maybe I won't. Please try not to loose any sleep over it.The system assumes monsters hit you an X amount of the time, and DR exists to modify the end damage result by Y. Z is the damage per attack.
The system also assumes that different weapons can be treated exactly the same as the target changes. That assumption is incredibly wrong, but it works for simplicity's sake. What I am attempting here is to add a little bit, and if it ends up being too complicated then I will move on and let it go.But this is not a matter of X=ZY.
If you modify the To-hit numbers (X) and give extra DR (Y) to everyone who wears armor, that leaves Z (Damage dealt) unmodified which means Z will always invariably skew whatever AC->DR system you may try to write. This is also the reason why the old Armor=Dr system is an optional secondary system to the 3.x To-hit vs AC system.
If you re-write Ac, you also need to re-write the manner of how DR actually works and how damage is dealt. All from scratch.
Also you need to create a DR erosion system, which is a lot of bookkeeping for everyone involved.Just as the current variant rules have, I intend to provide for ways to bypass DR. Like I said, going for history authenticity. In history, as swords became more and more useless against armor, swords were either modified, or new weapons invented that managed to make more of a dent. I believe I have been very clear so far that I am not talking about a system of blanket DR, have I not?
Example of skewed Armor0Dr mechanics:
Fighter fights Dragon. Dragon has +12 to hit. Fighter has 26 armor. Dragon deals 16 damage on hits. Hits only 30% of the time. Damage per round is roughly 5.
Under Armor=Dr rules, Fighters Ac is 17, but his DR is 10. Dragon deals 6 damage on hits. Hits roughly 75% of the time. Damage per round is roughly 5. Looking good so far?Fighter fights Goblin. Goblin has +4 to hit. Fighter has 26 armor. Goblin deals 4 damage on hits. Hits only 5% of the time. Damage per round is roughly 0.25 (Remember to multiply by the amount of goblins :) )
Under Armor=Dr rules, Fighters Ac is 17, but his DR is 10. Goblin deals 0 damage on hits. Too bad for the goblin.
This last example isn't too far off from historic examples of how armor worked. Putting armor in its historical context, one would not be terribly surprised at a goblin sized creature with small weapons being utterly ineffective against a fully armored knight. There are cases of a few dozen knights standing against several hundred opponents (twice the height of goblins) with virtually no casualties among the knights. Because good armor actually worked really well. Goblins in that scenario would have to land lucky shots in weak spots (critical hits) or overwhelm the armored opponent and peel his armor off. Or of course they could use weapons designed to attack armored opponents (not a new concept in this thread though). To me that is dramatically more authentic than the current system or the variant system in Ultimate Combat of which Etacolibre so kindly reminded me.Theres other stuff behind the issue too, but iv´e got class to attend. Please give the armor=Dr system a try before you make a final decision about it, you never truly understand things till you try them out. To repeat what I said in the OP, and then repeated to Etacolibre, I have given the armor as DR system a try. I liked it somewhat, but feel I want to play with it some more.
Replies inserted in bold.
I'm somewhat puzzled by the replies I've received so far. Despite stating my familiarity with the existing armor as DR variant rules in the OP, it's been repeatedly suggested I check out that system first. I'm being told what I'm trying to do is complicated. I'm being told it will slow down combat.
That last concern: it will slow down combat, seems like a legitimate concern, so I'll address that. If I work the defense and DR values into the character sheets, I believe that will resolve most of this concern. I have a fairly good grasp of which weapons do piercing/slashing/bludgeoning damage, so I honestly can't see that adding any time to combat. But as I get more complicated than that with how types of spells will be affected and calculating differences between enchantments on weapons vs armor, it may indeed slow things down.
Ultimately, I'm not saying it's a perfect idea though. I'm saying I like the extra authenticity, and I want to see if it's worth it to add the extra bit to my game sessions. And what's the worst that will happen? I'll either decide it's too much trouble, or I, and my players, may end up really liking it. It doesn't hurt to try, and I had posted here in hopes of getting any insights into bettering the ideas I've presented.
But if your intention is to just post here to tell me "why bother?", then I ask you the same thing. If you don't want a system like this in your game, then relax, I'm not changing your game.
But if any of you have some helpful advice, I am curious.

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I will give your docs a go when I'm out of the office and can access the files.
I'm a big advocate of armor as DR, just haven't used it heavily in my D&D/PF games but it is a staple for my Gamma World game (and old TSR Post Apocalyptic rpg).
I utilize secondary and tertiary DR (based on value of hit), increased or decreased DR based on weapon used vs. material composition and overall protection based on type of armor coverage and if armor comes into play at all (ex: bulletproof vest vs. a full suit of leather) and all done in one attack roll.
It isn't an easy system, but some of the slowdown is mitigated by combining many of the features into the attack roll which does help on overall speed and use of the system. If an attack hits the same roll is also used to determine how well it hit and if armor blocked some/part/none of the attack. The type of attack/weapon used vs. armor composition also determines the baseline DR. Some DRs go up when faced with certain weapon types (rigid is better vs. slashing for example) while other armors are less effective.
Anyway - I'll comment more when I read the file.
Don't be discouraged by the detractors - this is a common occurrence in the suggestion threads were doomspeakers come in and try to dissuade innovation or variance from the standard - in a home rules section of the game.

Captain Wacky |
I've been researching historical weapons and armor recently, and the more I learn the more I feel the rules systems for most RPGs just don't grasp the concept.
I've looked at the variant rules: armor as damage reduction, but I feel that still somewhat misses the mark in some aspects, and completely misses it in others.
I'm determined to write up my own variant rules, and would like to toss out my rough ideas so far to see if I can gain more insights through this community.
Here's a link to the google document where I'm drafting this up: Revision: Armor as DR
And here's what I've written up so far:
Assumptions Behind Revision1) Different armors and shields were more or less effective against different types of weapons. Just as an example, any metal armor tended to be extremely effective against any kind of slashing attack.
They did this in second addition D&D as optional rules. You got a + and - depending on weapon you were using (slashing, piercing, blunt) and what type of armor your enemy was wearing.
2) Many weapons were designed and used specifically with the purpose in mind of doing more damage to armored opponents.
Like the Tuck? You weren't really so much doing more damage as penetrating armor.
3) Weapons were regularly used both defensively and offensively, not either/or. Bonuses to defensive and offensive capabilities depended on several factors, including:
- user’s skill (BAB or ½ BAB added to Defense value? Weapon training?)
- weapon length (longer weapons have slight? moderate? large? advantage over shorter ones?)
- other design considerations (some weapons, like flails, just weren’t designed to parry well at all)
sundering weapons
You could give a non-suprise Inituative bonus to people with longer weapons. If you had a longer weapon you could hit them before they could close the distance.
If you want to get technical with flails, you could have them negate any bonuses someone get for having a shield.
Also, the parry didn't really become a thing until fencing. The mindset was "best defence=good offense". If you could kill the guy fast, you don't need to defend, that's what your armor and shield are for. It's not like in the movies (unless you want it to be) where the guys are dueling and smacking each others swords.
4) Armor should provide protection against many non-weapon based attacks:
- a blast of fire to bare flesh should obviously hurt more than flesh encased in metal
- being encased in metal should make electricity hurt a lot less (eg. a tesla cage)
I agree to a point with the fire. A hot enough blast of fire and now the guy is stuck in a metal suit that's constanly burning him. It won't cool instantly. I'm not sure how technical you want to get, but it might turn into DOT damage instead of straight damage. He won't feel smaller flames, but a fireball is still ganna hurt.
Electicity however... Tesla cages are contructed with electricity in mind. Armor isn't going to have the insulation needed for that to work. Under plate you have padding, but it's not going to help you with electricity. Fully armored combatants have a - to save v electrical attacks for this reason. If you were to construct armor that could act in this way, it would be unwieldy and you'd be a sitting duck for every opponent around you.
5) Just as there should be measures to bypass armor DR, there should also be counter measures (which can get expensive and require you to anticipate specific dangers):
...
- ghost touch armor
I suppose, but the succession of armor IS the counter, technically. Leather, chainmail, plate mail, full articulate plate... That's also why you have things like magic, adamantine armor.
But I think the Stormbringer system nailed it more than any other. You'd roll your armor, like someone rolled damage and you'd negate whatever you rolled. I've been constructing my own system with that in mind. But it slows combat as everyone with armor gets a roll v weapon.
You also have to think about how much you want to slow combat in the game. Every new rule you add, you have to memorize or have the table ready. No one that I know of used the optional weapon +/- rule v *specific armor* because it slowed the game having to try and remember it all. And then every fighter is going to be carrying 4-5 weapons so he can get that +1 or 2 v whatever armor he encounters. There's more to this than at first glance.

Blaeringr |

@Captain Wacky
I'll need to take a look at 2nd ed DnD. Thanks for the idea.
The tuck, aka estoc: yes, exactly. That is a longsword modified precisely with armor in mind. The mace and morningstar were all about fighting armored opponents, but at the cost of reach. The flail also, but at the cost of defense.
As far as parrying not being a thing until fencing, I have read and seen enough historical information to know that is completely false. There are many clubs that teach historical european martial arts (HEMA) using lessons based off of teachings of historical masters, and they demonstrate parrying and defense with all manner of weapons, not just swords and shields. Spears, for example, were phenomenally good defensively. Having seen spear vs sword demonstrations, I'm thinking it would make sense that weapon length be tied to active defense bonus (ie. not count when flat footed or flanked).
Even with the insulation from flames, it would make sense to add a crit system for spells where they happen to hit or go through a weak spot.
Tesla cages (should have said Faraday) do insulate in a weird physicky way, but my understanding about armor is that it is the path of least resistance for a current. Normally when a person is electrocuted, most of the current goes through their nervous system because that is the path of least resistance. For example heart attack often occurs because of the disruption to the normal pattern of currents travelling through the nerves to the heart and damage to those nerves, not because of electrical damage to the rest of the heart. But in a full suit of armor, the armor itself offers even less resistance, so the current chooses that path to the ground, leaving the occupant relatively unharmed.
I'm not familiar with the Stormbringer system. Got any good links?

Blaeringr |

I will give your docs a go when I'm out of the office and can access the files.
I'm a big advocate of armor as DR, just haven't used it heavily in my D&D/PF games but it is a staple for my Gamma World game (and old TSR Post Apocalyptic rpg).
I utilize secondary and tertiary DR (based on value of hit), increased or decreased DR based on weapon used vs. material composition and overall protection based on type of armor coverage and if armor comes into play at all (ex: bulletproof vest vs. a full suit of leather) and all done in one attack roll.
It isn't an easy system, but some of the slowdown is mitigated by combining many of the features into the attack roll which does help on overall speed and use of the system. If an attack hits the same roll is also used to determine how well it hit and if armor blocked some/part/none of the attack. The type of attack/weapon used vs. armor composition also determines the baseline DR. Some DRs go up when faced with certain weapon types (rigid is better vs. slashing for example) while other armors are less effective.
Anyway - I'll comment more when I read the file.
Don't be discouraged by the detractors - this is a common occurrence in the suggestion threads were doomspeakers come in and try to dissuade innovation or variance from the standard - in a home rules section of the game.
I haven't put together specifics yet on this thought, but what you said reminds me of an idea that crits vs armor should not just depend on the weapon used and crit feats, but also the type of armor. Some armor has more weak points than others. For example, it's a lot easier to make chain mail that is uniform all over (except for the eyes, but magic could solve that), because it's flexible, but platemail simply must have gaps, overlaps and openings to work.

DragGon7601 |

... Spears, for example, were phenomenally good defensively. Having seen spear vs sword demonstrations, I'm thinking it would make sense that weapon length be tied to active defense bonus (ie. not count when flat footed or flanked)...
I believe that the defensive bonus of spears is intended to be taken into account by that fact that they have reach. Can't hit someone who is using stand still to keep you from getting in range.

Mortagon |

I've played with a homebrewed armor as dr system in a couple of Campaigns. Basically all armor had dr equal to half its armor value +1 plus any magical modifiers, and all creatures had a defense value equal to half its bab. Critical hits ignored armor dr. I also allowed a fighting offensively combat action which gave a -4 to defense but adds 2 damage (or 3 damage with a 2 handed weapon). Furthermore the defense score was reduced by an amount equal to the armor check penalty. I started to work on system where different armor had modifiers to dr depending on its type, but i never got around to finish it. I personally think the system worked great and most of my players loved it.

Blaeringr |

I've played with a homebrewed armor as dr system in a couple of Campaigns. Basically all armor had dr equal to half its armor value +1 plus any magical modifiers, and all creatures had a defense value equal to half its bab. Critical hits ignored armor dr. I also allowed a fighting offensively combat action which gave a -4 to defense but adds 2 damage (or 3 damage with a 2 handed weapon). Furthermore the defense score was reduced by an amount equal to the armor check penalty. I started to work on system where different armor had modifiers to dr depending on its type, but i never got around to finish it. I personally think the system worked great and most of my players loved it.
What I want incorporated into my homebrew system are mechanics that treat different weapons and spells appropriately, not a blanket level for all armor that responds identically to all kinds of attacks. As I fine tune it more, I want the system to acknowledge the different strengths and weakness of specific designs of armor too.
The more I learn about how armor and weapons actually worked, the more I view the current system in this kind of light: video about historical adviser for big Hollywood film.
Essentially the current system manages to entertain well enough, but those who want a little more authenticity can quickly see how superficial the design is.

Blaeringr |

Blaeringr wrote:... Spears, for example, were phenomenally good defensively. Having seen spear vs sword demonstrations, I'm thinking it would make sense that weapon length be tied to active defense bonus (ie. not count when flat footed or flanked)...I believe that the defensive bonus of spears is intended to be taken into account by that fact that they have reach. Can't hit someone who is using stand still to keep you from getting in range.
A defensive bonus that completely vanishes as soon as someone closes in.
Just look at the results: the majority of players favor swords of one form or another over spears. Historically the sword was a backup weapon for just about every unit in history, not the primary weapon. The spear was FAR more common a primary weapon because it worked well to hold back enemies, and not just for the first "round" of engagement.
Here's a little more information on the topic from a guy who teaches Historical European Martial Arts (HEMA): Historical fencing (HEMA) Swords vs. Spears - thoughts and experience
A system that reflects reality a little better will lead to players more often making characters that favors weapons that worked well in reality.
Now I know this isn't everyone's cup of tea; some people like a lot more fantasy in their fantasy. I personally find reasonable authenticity and a slightly higher level of complexity to be more satisfying.

showzilla |
I do like the idea set forth here and I've got a little system I'm bout to test in an upcoming game.
the system runs on a few changes (mostly in regards to stacking)and a new type of defense called Damage resistance. where as damage reduction and energy resistance work only under certain conditions and represent specific defense, like creatures associated with the cold having cold resistance, Damage resistance is a general toughness that applies to all damage, regardless of source and stacks with DR and ER in the appropriate cases.
Damage resistance is determined though this formula:
total armor bonus(representing the protective quality of the armor in question)+you con mod(representing your own physical resistance to damage)/2
so a dwarf with a base con of 18(20) wearing a suit of full plate has a total damage resistance of 7 ((5+9=14)/2=7).
AC is unaffected in this system of play. now, let's say our dwarf has 20 levels in fighter as an armor master. he is looking at DR 12/- while wearing heavy armor, so let's give him an adamantine suit of full plate. he's looking at DR 15/-. The fighter's damage resistance is dependant on his constitution and armor bonuses,as well as any new feats for this system, by level 20.
indestructible: this armor is...well, indestructible...JK, basically, it's a +2 armor ability that doubles your armor bonus and con mod for the purposes of Damage resistance.
No Sell:
prereqs: con 15, proficiency with light, medium or heavy armor
benefits: while wearing medium or heavy armor, you may take a -1 to ac to gain Damage resistance bonus of +1 for medium armor. when your BAB reaches +4 and every +4 after that, the penalty increases by -1 and the bonuses increase by +1 for medium armor. This bonus increases by 50% when wearing heavy armor and decreases by 50% when wearing light.
Note: natural armor....will be dealt with on a case by case basis. a were-wolf has light armor, a crocodile's hide is medium armor while truly thick plates like that of a Dragon or a Golem are heavy armor.
so, lets say our dwarf fighter has a con mod of 36, is wearing and +1 indestructible adamtine suit of plates and doesn't sell s$+@ accept merchandise, he's got a damage resistance of 12(con)+1(adamntine)+1(enchantment)+9(full-plate)+7(feat)=32 (damn near the Tarrasque's average bite damage before the beastie goes all power attack mode)
now, he's got plenty of gold to spare, so his armor provides the invulnerability quality as well because why not and let's drop improved stalwart+combat expertise on our Tanky McTankerson
so, DR 15/- + DR 10/- + DR 5/magic + Damage Resistance 32=62.
an attack will have to deal over 62 points of damage to harm Mr Tanky McTankerson, and this is before I've counted in anything like natural armor or other bonuses. now, 62 is a lot to ask from some attackers, but our dwarven friend is pretty geared in the area of defense, so some extreme numbers like this were to be expected.
now, here are some more feat ideas that damage resistance builds on top of.
Broken blades:
prereqs: proficiency with medium or heavy armor.
benefits: when you are struck by a blow that fails to deal damage to you, you may use an immediate action to sunder the weapon using your con mod+1d4 if your wearing medium armor or 1d6 for heavy.
Nigh-invincible:
prereqs: con 15, proficiency with light,medium or heavy armor
benefits: double your con mod and armor bonuses for the purposes of determine Damage resistance.
yep, it comes in feat form if you don't to drop the cash or are afraid of someone dispelling it.....hell no this don't stack, even I'm not that crazy.
made of iron:
prereqs: damage reduction
benefits: your damage reduction is now a bonus to Damage resistance, your damage reduction still goes away in the face of damage types that normally overcome it.
basically, this feat is for telling all those magic users who stick to things that normally circumvents your DR to go suck it.
toughness:
prereqs: gain +3 natural armor, for every four hit dice you possess, gain a +1 to natural armor
now, with all these feats in, lets see how Mr. Tanky McTankerson is going to fair in combat
his +5 righteous adamantine full plate of invulnerability gives him Damage reduction 3/- and DR 5/magic,Righteous Might gives him DR 10/evil, his levels in armor master give him DR 12/- when wearing it and improved stalwart gives him DR 10/-. Made of Iron turns it all into damage resistance, so no attack will get around. His toughness feat gives him a +8 natural armor bonus, his Full plate drops another +10 and it comes with an enchantment bonus of +5, his constitution under the effects of righteous might sits at 40 and he refuses to sell a damn thing, so his total Damage Resistance sits at : DR 40 + Con mod 15+ Armor 23 + feat 7=85....it takes 85 points of damage in a single stroke to harm McTankerson, watch as he happily jumps down the tarrasque's throat and murders the beast from the inside right before he jumps into the oncoming swarms of meteor swarm, just so you don't get splattered and he then....you get the picture, 85 points is a pretty good idea of how high you can get your defenses as a tank when you are hellbent on invulnerability. there are more feats and magic abilities...but I doubt you'd want to hear about it at this moment
if you do show some interest, next topic, every armor has a weakness, a chink, a gap, they all come with holes and if you can't find one....make one.

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Armor as DR has some advantages. Unfortunately it can cause problems with creatures with high bonuses to hit, especially at higher levels. With BAB progression on NPC's and Monsters and AC not going up for armored hulk type characters, you'll easily end up with creatures that will have to roll low numbers to hit. Sure the DR will soak some damage but if you're being wacked by a Giant with massive strength your DR is not going to protect you.
There is also the problem with Ability/Level Drain attacks. The main protection one has against such attacks is that you have an AC to avoid being hit. DR does jack aginst Ability/Level drain attacks and such creatures will hit more easily and more often as the Armor Class of the Player characters will be much lower. Unless the PC's are walking around with Death Wards, they'll be screwed in any fight with a Ability/Level draining creature.
So if you have armor as DR, you either have to adjust the BAB of monsters & NPC's or give some kind of Defensive AC bonus for classes.

Orich Starkhart |
Darkfire42,
With this:
So if you have armor as DR, you either have to adjust the BAB of monsters & NPC's or give some kind of Defensive AC bonus for classes.
are you asserting that when considering rule changes, it's vital to avoid increasing the danger to a PC from what a given encounter would provide in the unmodified system? Why?
If a particular foe gains a significantly greater chance to grievously harm a given PC under a proposed change, that foe's CR could be increased under that change, right? This is a low-intensity activity; unless one wants to publish a complete modified system, the game master can put off evaluating a monster until preparing a session in which the party may face it.
If the DR absorbs the full attack damage, I expect the drain that would accompany the hit would be defeated as well. E.g., a thulgant's sting does 1d6+8. If the system is the Armor as DR optional rule and the PC is a 16th level fighter in Mithral FullPlate +3, that character has DR 15/Armor (9 for plate, 3 for levels, 3 for enhancement). The sting gets through only on a critical and that's true for *any* roll that hits, so on balance the fighter probably gains against that opponent by using the DR system.(unless plate armor provides less protection against piercing attacks, which is one of the ideas Blaeringr wants to consider incorporating in a revision of Armor as DR)
The Shemhazian Demon's bite does 2d6+12, so this opponent's draining attack will get through my example fighter's protection more often under the DR rules than the default AC rules.
Blaeringr does suggest the concept of adding a defensive bonus in his Revision notes on the Armor as DR optional rule. I've thought about the same thing (a bonus to defense related to class level in conjunction with Armor as DR). Presumably foes get defense increasing with HD too.

Blaeringr |

The armor as DR system I envision takes away armor bonus to defense (formerly known as AC) but will add weapon bonuses to defense. So players should not actually get hit more often by attacks that do extra stuff on hit, like ability/level drain attacks. Not to mention I've also written in this very thread about armor mitigating magical/spell effects, not jsut straight weapon damage.
And like Orich points out, it's a slow witted DM who doesn't modify the encounters to fit the new system.

Brewhunter |
Keep it simple to start with. I run a Armor as DR house rule and it does not slow anything down other than getting use to it. I did find that some character can't overcome the DR so I added a Rend rule on critical's where the player can choose to use points that would normally damage the foe towards damaging the armor. If you get too complicated on dressing the specifics you're going to sabotage your efforts. If you're interested in my solution search, "Armor as DR keeping it simple." I run everything from an excel spreadsheet so it is really easy for me to keep track of modifiers, armor hardness, armor hp and modifiers to DR due to armor damage. Good luck, I am interested to see what you come up with. AC definitely needs to be replaced.

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I've been researching historical weapons and armor recently, and the more I learn the more I feel the rules systems for most RPGs just don't grasp the concept.
I've looked at the variant rules: armor as damage reduction, but I feel that still somewhat misses the mark in some aspects, and completely misses it in others.
I'm determined to write up my own variant rules, and would like to toss out my rough ideas so far to see if I can gain more insights through this community.
Here's a link to the google document where I'm drafting this up: Revision: Armor as DR
And here's what I've written up so far:
Assumptions Behind Revision1) Different armors and shields were more or less effective against different types of weapons. Just as an example, any metal armor tended to be extremely effective against any kind of slashing attack.
2) Many weapons were designed and used specifically with the purpose in mind of doing more damage to armored opponents
3) Weapons were regularly used both defensively and offensively, not either/or. Bonuses to defensive and offensive capabilities depended on several factors, including:
- user’s skill (BAB or ½ BAB added to Defense value? Weapon training?)
- weapon length (longer weapons have slight? moderate? large? advantage over shorter ones?)
- other design considerations (some weapons, like flails, just weren’t designed to parry well at all)
sundering weapons
4) Armor should provide protection against many non-weapon based attacks:
- a blast of fire to bare flesh should obviously hurt more than flesh encased in metal
- being encased in metal should make electricity hurt a lot less (eg. a tesla cage)
5) Just as there should be measures to bypass armor DR, there should also be counter measures (which can get expensive and require you to anticipate specific dangers):
...
- ghost touch armor
Go for it. I know most will respond with the typical KISS response, but if you want more don't be afraid to experiment. Personally I wouldn't go as far as you on the realism, but I could see adding in damage reduction vs. weapons types, like the example you gave with metal armors being more effective against slashing weapons. Personally I would like a fatigue system, and a hit location system. I would design them myself, but my tendency to make things convoluted, usually I over think things, generally keeps my designers instinct in check. Do me a favor, when you work out some specifics on your new armor system, post it. I'd like to see it.

Hark |
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I vastly prefer Armor as DR systems to AC, most games I play that use it refer to it as Soak.
That said converting Pathfinder or most any d20 game to use this kind of system is a monster of a task because the whole system is built around the idea of Armor as AC. Not that you couldn't easily build a system that 'realistically' represents Armor as DR, but that balancing such a system against the rest of the game is an incredibly huge feat that would likely require changes to most of the systems in the game.
That said, I'm far from a historical expert on the topic, but my understanding is that when it came to plate armors many were designed with the idea being the armor deflected the blow away rather than imply absorb the impact of the blow as a deflected blow transfers far less force to the person wearing the armor. If this is in fact true I would recommend that you not completely do away with the AC bonus of armor, but simply reduce them as well as provide DR.

Orich Starkhart |
The notion of Armor providing deflection also supports the basic idea in the established system in Pathfinder and its ancestors, that armor of increasing "armor class" makes the target harder to hit, where a "hit" correlates to a meaningfully damaging blow.
I easily envision deflection for certain attacks against plate armor, where the contours of the metal plates may deflect a crossbow bolt, arrow head, spear or sword thrust, or chopping blow from an axe or a sword, even (to a lesser extent, I think) the crushing blow of a mace: the blow doesn't damage the target and perhaps not even the armor due to the deflection, while a similarly forceful blow at a slightly different angle or point of impact by the same weapon punches through or at least significantly dents the armor, potentially damaging the target directly as well as the armor.
I suppose the rigid armors inherently may provide some amount of deflection of blows, perhaps different levels for piercing, slashing and bludgeoning damage. The non-rigid armors probably cushion damage from bludgeoning without taking damage themselves, while the piercing and slashing/chopping attacks that plate would defect will damage the armor and then its wearer.

Blaeringr |

I might be wrong, but it looks like the chain mail is attracting the electricity, and his rubber boots are grounding him.
Faraday suits need to have metal going head to toe. While there may be a lot of rubber on the boots, there must be significant metal in them else you'd see the electricity arcing around them to get to the ground. If not, let me ask: where do you think the current is flowing to?
The metal does no attracting. Electricity works on a quantum level to determine the path of least resistance, and chooses what would be the best path before actually going down it. That's what makes evasion vs lightning bolts make no sense: wherever you dodge, the electricity is already there with you.
Another misunderstanding posted earlier in this thread is that a Faraday suit insulates. This is a half truth. A Faraday suit causes electricity to create an electro magnetic field that creates insulation. Without the electricity flowing through the suit, there is no actual insulation though.
A typical Faraday suit will have metal pieces resting right against skin, and as the electricity flows along the surface of the metal, it is actually flowing right next to the wearer's skin. But electricity conducts along surfaces, and creates fields as it does so to guide it along the best path, and in a Faraday suit, or a suit of armor, that best path is definitely not your skin or nerves.

Sencarathus |

Hey Blaeringr, just wondering if have made any progress on this system.
I was scrolling through the threads looking for almost this exact topic.
I have started creating a weapons and armor system that gets away from the +1/+2/+3 and moves to a "lower magic" type of progression. incorporated is multiple weapon materials for both armor and weapons.
I have also kept the DR and AC. The AC of armor is straight from the source then 1/2 rounded down to the wearers DR. the DR is increased or decreased depending on material and craftmenship of said weapon or armor, there are multiple levels of both, rather then just "masterwork"
Wondering if you have made any progress on your end?
Sen

Arrius |
I have thought of a way to incorporate DR. The idea is incomplete, and it functions quite similarly on paper to the original mechanic, but it has some aspects of synergy with existing mechanics.
First off--Damage reduction is a percentage, not a static number. This keeps reduction in line with reasonable understanding/verisimilitude when it comes to protection of the body, while keeping it from going out of hand and negating everything which tends to unbalance games.
Second; damage reduction's starting percentage can increase or decrease when comparing total values of attack bonuses of the two beings in combat. The starting percentage can be bypassed by specific weaponry (as normal for aligned or magic/metallic weaponry).
I have no formula for this; but perhaps every few points from one attacker's accuracy (Attack bonus + 10) vs. another's base defense (actual AC) can skew damage reduction percentages, at a 1 point different: 1% damage reduction or penetration.
As of yet, I have not playtested it, not gotten any feedback on it.
Edit: Now that we've incorporated it under percentages, perhaps concealment, incorporeality properties, and any percentage-based damage adjustment can fall under the system. It's a good way to standardize damage output.