Greetings!
Has anyone tried using the Target/Effort mechanic to develop a “Defense” mechanic instead of using traditional armor? If so, are there any pitfalls to watch out for?
Explanation:
My group is starting a ‘red shirt’ trekkie homebrew where wearing armor doesn’t really fit thematically, but we still need an armor or defensive type mechanic. I’m trying to figure out a simple and fast alternative to a traditional armor rating. I can’t remember the system, but I thought I heard about a d20 system that has players roll against the incoming attack. I liked that idea and wanted to get your input on this mutation I’ve thought up.
Traditional Armor = Base+Loot+10. The DM rolls a d20 and if it meets or beats the PC’s calculated Armor, the player takes damage.
The Defense Mechanic would work differently. A “Defense” score would be calculated using Base + Loot (just like any of the other 6 stats). The DM would announce who the monster is attacking. That PC would roll a d20, adding in their “Defense”, against the Room Target. If their roll + Defense number meets or beats the room target, they avoiding the incoming damage. If they fail, they would take damage.
I am not sure how to calculate damage. Whether it is just a 1d6 + monster attack roll by the DM, or if there is a simple calculation based on the difference between the Room Target and their Defense.
Any Ideas would be welcome. Thanks!