Armor Points/Dice!

mechanics
homebrew
loot

#24

With this, base armor is 0. So having 2 chunks of normal armor grants 2 armor dice


#25

that was my first thought! but I’ve been using this rule for a while now and it works wonders, it is in my experience a lot more intuitive than “DnD” armor, specially for newbies. The main appeal for this is to be able to stack piles of armor, removing the normal cap of +10 and adding a “feeling” of absortion rather than deflection.

Still, armor as a bonus to defence also works perfectly!


#26

I have this dumb homebrew im experimenting with, in which when you roll for Attack, you roll your D20 + DWeapon + MOD (i have broad weapon categories with D4Light, D6/D8Medium, D10THICC) and then how much you went over the enemy’s Armor/Defense is how much damage you dealt, its probably awfully realized since luck is such a huge part in the statistic but haven’t run intro trouble yet…guessing is just because we dont do combat that much, but is the solution i found since i wanted to incorporate stats in combat instead of effort die, balance the fact that d4 weapons attack twice since the smaller dice mean you have less of a chance to hit each roll, and made it so heavy armor characters not only are hit less but hit for less which is probably broken? wouldn’t know


#27

Try Ezzerharden’s Optional Rules … hundreds of hacks from years of gameplay and forum archives. It includes the monster manual, books of Yoga vol 1 & 2, torton book of war, and lots more…
https://1drv.ms/b/s!AkP1l1xZjKC2j-oudnEQMNNyQ0uqFQ?e=o3TrIS


#28

You might want to take a look at Frostgrave, which is a fast and simple miniature skirmish wargame that plays with just a d20. For combat both opponents roll a d20+mods and the one higher not only hits, but also deals damage equal to the difference between both rolls.


#29

I’ve used some Ezz’s rules a lot indeed! Like everyone of us tho, I did things my way in my games and slowly progressed into “House-Rules, the game” ending up with a plethora of small (and big) changes.


#30

UPDATE!

I’ve been using this A LOT since I posted the first time , and I’m now having great success experimenting with replacing the use of d6s for armor reduction in favor of using a stat like STR/CON (Physique in my own games).

How: You absorb damage equal to your STR for each Armor Point spent.

Example: Oh crap I got hit for 6 damage! I spend 2 Armor points and soak 4 damage since I have +2 STR.

Why: This allows “physical” types of characters to make better use of armor more realistically (which really appeals me and my players as HEMA enthusiasts), and makes it more of a tactical “measurable” choice when hit in combat.

Cheers!


#32

I like it! Tough two of my players got 6+ on their STR now :scream: