[Rq-rules] Damage Reduction *and* Armour Class

Paul Cardwell carpgachair at yahoo.com
Fri Sep 28 09:07:10 PDT 2007


--- Andrew Larsen <aelarsen at mac.com> wrote:

> Looking at this question from a totally different
> standpoint, does this game
> mechanic really add enough to the game to justify
> the increased complexity
> it imposes on the rules?  Tracking armor thresholds
> and damage type seems to
> me to add a whole level of complexity to combat for
> fairly minimal benefit.
 
> Andrew E. Larsen

Not really.  Mythworld has distinctions for impale,
slash, and crush damage depending on the weapon type,
and different Absorption Points against each for the
armor worn.  The APs are listed with the local hit
points on the character sheet.  Attack rolls damage,
subtracts the armor AP and what gets through is the
damage done to that location.  There is no complexity
and a lot more realism.

Paul Cardwell


       
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