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Author Topic: Armor Damage  (Read 1130 times)
Charlie_X
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« Reply #15 on: February 08, 2011, 05:10:48 PM »

Hackmaster 4th had a thing where each + of armour would have a certain amount of HP and each hit would reduce that by one. This way attacks would have effectively DR1, but the armour would need fixing.

As mach1.9pants says, when you're young and that's the kind of thing you want out of a game then fine. These days, less so. Things like acid are funny when dealing with players' equipment. I might have to have some NPC's attack the weapons and armour soon, too, just out of cruelty.
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Nova
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« Reply #16 on: February 09, 2011, 01:11:06 AM »

Hackmaster armor provided both AC (in the old "lower is better" style), and also direct "DR". Whenever a layer of hp was gone on the armor, its protection got worse; and the higher (worse) the AC, the less HP that 'layer' has. Plate types absorb 2hp instead of 1hp at a time, but there's something like 32hp on that AC2 level of protection, compared to I think 2 or 4 on AC8.

Interestingly, good clothing gave you AC9, and thus worked for basically A hit. Magical armor needed magic or enhanced damage to actually damage it, though; so even +1 chainmail could be a better choice than field-plate for extended dungeon runs.
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