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Post by Mutant Lord: William McAusland on Apr 18, 2013 22:33:12 GMT -8
Sliding Armor DV Scale by madwill » Tue Apr 17, 2012 1:54 am
Our group has been looking at using an adjustment to DV based on what the armor type is vs. the weapon type (archaic, relic, advanced relic). for every level high or lower the DV is adjusted by +/-10 with the most you can lose is your actual armor DV. dodging skill is not affected. for example: a razor sword (relic class) would be +10 vs. archaic armor and -10 vs. shell armors. archaic weapons would be an extra -20 against advanced relic. adv relic would be +20 against archaic (up to the maximum of the actual armor DV). robots and cyborg armor implants would be advanced while natural, or, mutation armors would be archaic.
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Post by providence13 on May 30, 2013 8:34:17 GMT -8
This is interesting. I'd like to see it playtested. This might allow Laser swords (Plasma Sword for us) to cut through most materials as if they didn't exist. I'm sure experienced players familiar with the game would have little problems. As a GM, it would be easy to do when announcing DV. In other, more recent fantasy games we've played, the heavier armors (plate armor) make you easier to hit, but harder to damage. Lighter armors (leather) allow the target to move around, making them harder to hit, but easier to damage. This could be represented like your DV mod above, with maybe a 1/3/5 +/- damage/die rolled (or 2/5/8 per die depending on how lethal you want to scale). I'm not saying that would work for TME, just an idea for those groups wanting to add complexity. A crazy method could be to increase/decrease the chance for crits.. We use Rank based critical (pg 107 TME)so this might be over the top with that optional rule.
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Post by providence13 on Aug 6, 2013 16:39:46 GMT -8
--Damage Reduction for Armor--
OK, I haven't play-tested this, but I got an idea. Some feel that the SV/DV system is too simple.
Should a Dart gun even have a chance of penetrating Attack Shell armor? Or even Riot armor? Maybe only for a lucky critical; in a flexible joint perhaps.
What if there was an armor based damage reduction? I'm thinking of taking 20% of the armor's DV and subtract that per die of damage. Don't use Dodge skill DV or any bonus that isn't physical armor. Cybernetic armor, hard carapace mutations, etc. would apply.
Armor DV (DR) ------------------------- Furs, Skins or Hides -3 (.6) Flammable, add +1 dmg per round of burning Leather Jacket * -5 (1) Leather -10 (2) Heavy leather -14 (2.8) Studded Leather -12 (2.4) Spiked leather -16 (3.2) Anything to bite wearer takes d10 dmg Lizard Scale -11 (2.2) Bark Armor -9 (1.8) Thorn Armor -11 (2.2) Anything to bite wearer, takes d6 dmg Bone Armor -14 (2.8) Bug Shell Armor -16 (3.2) Chainmail Vest * -7 (1.4) Brestplate* -15 (3) Part Plate -25 (5) Full Plate -35 (7) Junk Armor -12 (2.4) Heavy Junk Armor -17 (3.4) Scrap Relic -20 (4) Sports Padding -18 (3.6) Reflective Suit special Deflects 50% of all beams and rays Ballistic Vest * -4/-20 (.8/4 vs. bullets) Riot Armor -25 (5) Bomb Squad -19/-50 (3.8/10) 1/2 DMG from explosions. fire, acid, sprays Tactical Armor -30 (6) Combat Armor -35 (7) Heavy Combat -40 (8) Intruder Shell -30 (6) While operational has a 7pt force field per round Interceptor Shell -40 (8) While operational has a 15pt force field per round Attack Shell -55 (11) While operational has a 10pt force field per round
Of course you can round up or down as you see fit. Some people might want to use the fractional numbers. This would come into play if they were being attacked by a weapon that has multiple dice for damage.
Example: Scrap Relic Armor has -20DV and DR of 4 pts/die. The wearer is attacked with an auto pistol, for D20 damage. Scrap Relic Armor reduces the attack by 4 pts. The maximum damage is 16, but the auto pistol can fire again this round..
The same person is hit by a .50 cal sniper rifle doing 3D20+20. The armor would now absorb/negate/reduce 4x3=12 pts of damage. 3D20+20 gives a range of 23 to 80 pts of damage. After DR, the range is 11 to 68. Chances are 30-40 pts of damage will get through and still be lethal for people of average Endurance.
Keep track of the total DR for each suit of armor. When the suit has reduced up to the DV, it has been compromised and is no longer effective. (Alternatively, you could make the DV 1/2 and then half it again, etc.)
Why does the same Scrap Relic stop more damage from a .50 cal and less damage from an Auto Pistol? That's a good question and this system is far from perfect. All of this is just an idea right now. One way to look at it is the .50 cal is tearing up the armor more that the auto pistol. The damage is still pretty good for the .50 cal.
Let's say you're wearing a Ballistic Vest, made to stop bullets and the like; -20 DV(4DR). Your opponent unleashes with a shotgun; 3D20 damage. The damage range is 3 to 60 and the DR is 12. The blast hits you solid and the damage is 48 pts! The armor absorbs 12 pts so you take 35 damage to Endurance. The Ballistic Vest can only absorb 8 more points before it is shredded and is just slowing you down. (I think movement penalties should remain, even though the armor's protection is gone.)
Using this system, slingshots, knives .22 cal weapons and most likely bayonets can't puncture Attack Shell armor, but they shouldn't be able to.
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Loady
Junior Member
Posts: 62
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Post by Loady on Dec 27, 2014 1:05:28 GMT -8
I did a version of this DV is just AGILITY. Armor has nothing to do with DV. Should character get hit then armor type determines subtraction of damage points.
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Post by providence13 on Jan 6, 2015 10:11:04 GMT -8
I did a version of this DV is just AGILITY. Armor has nothing to do with DV. Should character get hit then armor type determines subtraction of damage points. You don't say.. OK, Give us a few examples. Did you arrange all protection/armors by Type?
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