In the interest of making things more “realistic” at the expense of ease-of-play, let’s look at what may happen if armor, instead of making you harder to hit, made it harder to HURT you.
Damage Reduction Armor
Let’s face it, it is far easier to hit somebody in clunky platemail than it is to hit somebody nimbly avoiding your attack that’s wearing a pair of swim trunks. The real protective value of armor lies in its ability to absorb damage
How about instead of Plate Mail having a +8 AC bonus, it if had a 8/+1 damage reduction? Good Luck hitting a well-armored opponent in full plate! You’ll have to inflict 9 damage to stratch the sucker!
Perhaps for every magical +1 to a suit of armor, the damage reduction improves by +1/+1, so a suit of +2 Full Plate would leave your AC unaffected, but have 10/+2 damage reduction!
Problems
This would make it nigh-impossible to harm somebody wearing +4 Full Plate unless you’ve got a seriously potent magical weapon: 12/+4 damage reduction is nothing to shake a stick at.
Shields… Would a shield then add it’s AC bonus to the damage reduction as well? a +4 Full Plate with +4 Large Shield would offer 18/+4 damage reduction? Now even a phenomenally strong person is unlikely to harm this juggernaut, and only mildly on a critical.
Location-Specific Armor
In other RPGs layering armor onto yourself doesn’t make you harder to hit, it just makes the hits you deal out do less damage. In Cyberpunk, armor has Stopping Power and only covers certain body parts, allowing for called shots to bypass the sternest of Flak Vests (shoot the arm, not the chest: no armor there).
But there is no proper mechanism for a “called shot” in D&D these days. And there is no “random body part” determination technique that adequately covers the wide assortment of creature types available in a game of Swords and Sorcery. Second Edition D&D tried this with their later expansions, with table upon table of location-specific critical charts. It didn’t work, unless you’re the type of gamer who likes spending all of his playtime paging through the rulebooks.
Crits Bypassing Armor
How about any critical blow bypasses the damage reduction? On a natural 19 or 20, a 1st level character with a Longsword would be able to do full damage.
The main problem with this would be that a weapon such as a Scimitar would become outstanding weapons against well-armored foes, especially a keen one in the hands of somebody with the Improved Critical feat. Such a warrior would be capable of consistently cutting his opponents to shreds with his *2 crits
A possible workaround would be to tweak the critical threshholds themselves. Perhaps reducing the multiplier by 1. This way a Longsword or Scimitar would do full non-reduced damage on a crit, whereas a Warhammer or BattleAxe would do double non-reduced damage on a crit (but only on a natural 20)… It would certainly give a glimmer of hope to those not armed with magical weapons against armored foes, but would make armor far more effective in normal combat.
Summary
A good non-math-intensive solution will likely involve splitting the existing AC bonuses granted by a given type of armor into an AC bonus and a Damage Reduction stat. Perhaps a 50/50 split with any remainders going to the Damage Reduction (as in the case of chainmail).
If Criticals were to bypass the damage reduction of armor, but with a reduced damage multiplier, I think it may work out ok. Only playtesting will tell. As for Sneak Attack damage from theives… The whole premise of them is a well-placed strike, so I would consider all sneak attack damage immune to the damage reduction (the base attack itself is still subject, though).
Since an accomplished Fighter type is likely to be striking just about anything that gets near him (a lvl12 Fighter out of the DMG’s NPC template section only needs to roll a 9 to hit somebody with an AC of 25), reducing the AC bonus isn’t that big of a deal. The damage reduction, however, greatly helps survivability of accomplished warriors versus small-fry opponents.
Example
- Man wearing Full Plate +3 with a Greatsword faces down a Fighter with a +2 longsword and a Rogue with an unenchanted Short Sword
- The Fighter attacks, hitting against the opponent’s AC of 15 (10 + (11 / 2)) easily. The fighter rolls a 3 for damage, and does a total of 7 (roll of 3 + 2 magical sword + 2 strength bonus), which is reduced by 6 by the opponent’s armor. Maybe he shouldn’t have brought a +2 sword up against an opponent with +3 armor
- The Rogue takes this opportunity to Flank the opponent. He makes his attack roll against an AC of 15 and hits, though only barely. He rolls a 2 on his damage, doing a total of 3 (roll or 2 + 1 strength bonus). None of this damage is applied to the opponent. However, the Rogue’s full 3d6 of Sneak Attack damage goes through normally, to the tune of 13 damage. Pow!
- The opponent clobbers the Rogue a little bit with his greatsword
- The next round, the Fighter takes anothe shot and POW! Rolls a 19 for a critical threat. His second roll beats the opponent’s AC of 15, for a successful critical hit. The Fighter rolls a 6 on his d8, adds his magic and strength bonuses, and does 10 damage. Take that, Mr nasty-pants!
It probably needs some work.
First of all, have you checked out the latest edition of d20 Star Wars? I’ve heard the use such a mechanic, but I haven’t read up on it myself.
For my second thought – I’m a big fan of GURPS. In GURPS, armor has two stats, Passive Defense (PD) and Damage Resistance (DR). PD is used as a bonus to defense rolls (dodge, block or parry) as a mechanic to represent the chance that a blow will glance off the armor. DR is used to subtract hits from a damage roll. You could easily adapt the PD stat to effect AC as the current system does, but at a lower number and have the DR stat you propose.
One main thing to note about GURPS: characters only get the PD bonus for the top-most layer of armor (DR is cumulative, but the blow will only glance off the top layer) with the general exception that basic clothing (which has a PD of 0) doesn’t count as the top layer for this rule. There’s other factors, but then this “reply” will turn into a post detailing the GURPS combat system.
I could start spouting numbers and stats, but GURPS is a 3d6 system, so adding 1 to a target number (low is good in GURPS for skill and other success rolls) isn’t going to result in a linear increase in chance. I could present you with a statistical breakdown using baseline characters via email, if you are interested. I’m not sure if you’re familiar with GURPS or not – hopefully this post won’t be a waste of your time or space.
Ryan,
I haven’t looked at GURPS in a long time. By the time I started looking into it there were simply too many peripheral sourcebooks that the folks I was gaming at wanted to use… and the advantages/disadvantages system seemed pretty susceptible to twinking, so I never actually played it.
Earthdawn, on the other hand, had something similar. Each character had two stats pertinent to armor and such, one was the the degree to which the armor would absorb damage, the other was the degree to which the character could avoid being hit. The first one would improve based upon armor worn, the second would improve as a part of character advancement (or magic).
Earthdawn had a built-in mechanism by which an “armor-defeating blow” could be dealt, basically bypassing the armor value entirely. This only happened when the attack roll was exceptionally high. Of course, Earthdawn has a variable-dice system that makes the probabilities slide around significantly during character advancement, so I’d have to sit down with some scratch paper, a calculator, a PHB and the Earthdawn rulebook to properly compare the systems (and alas, I don’t have an Earthdawn of my own).
But back to GURPS: Though not intimately familiar with GURPS (I read the core book about 10 or 12 years ago) I do like the splitting of armor value. With some hammering out, all of this may end up in my house rules for my D&D campaign, but that’ll have to wait until I kill off my current party (and get these ideas straightened out a bit).
I suspect that to make this work, there’d need to be a couple of different transformation algorithms for the existing equipment and character stats: The effect of armor for damage reduction, the effect of shields, the effect of which types of magic (deflection bonus to AC, luck bonus to AC, circumstance bonus to AC, etc)… It may end up becoming more complicated than would be of any use.
What the hell is that? “That’ll have to wait untilI kill off my current party?”
You’re just a player-killer GM. 🙂
Characters die. It’s a sad, unfortunate truth that the Temple of Elemental Evil has a number of pressure-plate activated anvil-drop traps (search DC 712, disable dc 1022, dmg 2d100 + 100 with a +40 attack bonus).