System Ufera
First Post
Hello! I'm making my own PnPRPG system from the ground up, and I'll often seek advice from fellow gamers and such for designing content. Currently, I'm trying to design stats for armor in my game. The problem I'm having so far is trying to find the "ideal spot" for how protective armor should be for the purposes of my game. My game, by the way, as explained by perspective of the GNS theory, is going to try to be "Gamist," but I'm also trying (with dubious success) to make it as "Simulationist" as possible while still maintaining Gamism as its primary goal. That said...
In my game, armor doesn't contribute to an "Armor Class" defense, unlike other games. Instead, armor provides damage reduction against physical attacks. With that in mind, I'm not sure how much DR each type of armor should provide relative to other types of armor and the character's HP.
So far, I have the following types of armor in my game, with their DR values listed to the side:
Light Armor:
-Leather Armor (DR 2)
-Hardened Leather Armor (DR 4)
-Light Hides (DR 2)
-Quilted Cloth Armor (DR 0, or DR 2 vs. Piercing damage)
Medium Armor:
-Chainmail (DR 7, or DR 5 vs. Piercing damage)
-Heavy Hides (DR 4)
-Scale Armor (DR 6)
Heavy Armor:
-Field Plate Armor (DR 7)
-Full Plate Armor (DR 11)
-Regular Plate Armor (DR 9)
-Splint Armor (DR 8)
I have no idea what the values should be relative to each other. Furthermore, I'm wondering how long any given "build" of character should ideally last in each armor, given the Gamist goal. In testing, I've had a skirmisher-ish character fall in three hits while wearing Hardened Leather armor. While the character wasn't optimized for defense, she did have moderate consideration given to her HP, so she wasn't a glass cannon.
As usual, any additional information can be provided if requested.
In my game, armor doesn't contribute to an "Armor Class" defense, unlike other games. Instead, armor provides damage reduction against physical attacks. With that in mind, I'm not sure how much DR each type of armor should provide relative to other types of armor and the character's HP.
So far, I have the following types of armor in my game, with their DR values listed to the side:
Light Armor:
-Leather Armor (DR 2)
-Hardened Leather Armor (DR 4)
-Light Hides (DR 2)
-Quilted Cloth Armor (DR 0, or DR 2 vs. Piercing damage)
Medium Armor:
-Chainmail (DR 7, or DR 5 vs. Piercing damage)
-Heavy Hides (DR 4)
-Scale Armor (DR 6)
Heavy Armor:
-Field Plate Armor (DR 7)
-Full Plate Armor (DR 11)
-Regular Plate Armor (DR 9)
-Splint Armor (DR 8)
I have no idea what the values should be relative to each other. Furthermore, I'm wondering how long any given "build" of character should ideally last in each armor, given the Gamist goal. In testing, I've had a skirmisher-ish character fall in three hits while wearing Hardened Leather armor. While the character wasn't optimized for defense, she did have moderate consideration given to her HP, so she wasn't a glass cannon.
As usual, any additional information can be provided if requested.