simple armor rules

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dancross
Cold-Blooded Diabolist
Posts: 528
Joined: Sat Sep 08, 2007 9:32 pm

simple armor rules

Post by dancross »

A simplification to HP on fodder monsters and "quick to be killed"
critters. Rather than roll an armor die versus every hit for these
types, just convert armor type to extra hitpoints and be
done with it?

Hide x 1.1 to hp

Leather x 1.2

Chain x 1.3 (mithral 1.4)

Plate x 1.4 (mithral 1.5)

So this guy, if wearing chain armor would have 49 hitpoints rather
than 38 if wearing chain.

TY/CS Generic Baddy/38.0
TRs
Melee D10 > D8 > D0 ( 2 to 18 )
Unarmed D6 ( 1 to 6 )
Ranged D8 > ( 1 to 8 )
Arcane D6 > D4 ( 2 to 10 )
HP 38 ( Mod to HP x1 )
RS 9 ( Mod to RS x1 )
BP D6
Notes
Chain Armor HP Mod = 49
Eisenmann
Far-Sighted Wanderer
Posts: 37
Joined: Sat Feb 16, 2008 7:16 pm

Re: simple armor rules

Post by Eisenmann »

Nice. I like it. Takes the concept to the extreme and simplifies things even more which is almost always a good thing.
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dunbruha
Mighty-Thewed Reaver
Posts: 304
Joined: Sun May 04, 2008 4:00 pm
Location: Virginia

Re: simple armor rules

Post by dunbruha »

Eisenmann wrote:Nice. I like it. Takes the concept to the extreme and simplifies things even more which is almost always a good thing.
Yes, as long as the GM remembers to "simulate" the effects of armor (and active defense pools, for that matter), it should be good.
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