Any non-critical hits would first be taken from the armour's HP. Crits do two dice of damage - one to armour, one to the character's HP. I've been thinking recently about having two kinds of crits - one for 20's on d20, and one for 6's on damage dice, so this would be for rolling max damage. More on this in a later post...
Just like a character, the armour would be able to be "healed" - but in the case of armour, it would require time and tools.
This would give an advantage to the lighter armours - as the armour gets heavier, so does the repair kit! At the high end, you're not going to be making much in the way of repairs to your plate without a set of hammers and an anvil - hardly typical adventuring gear!
Thinking out loud here, but let's toss some numbers together:
Armour as HP
Armour | Armour HP | Repair time (max HP without proper tools) | Tools Required | Max HP with lighter tools |
Cloth | 12 | 3 hours | Scissor, needles, thimble, strong thread | 3 |
Leather | 12 | 3 hours | Sharp knife, scissors, heavy needles, awl, thimble, strong thread | 3 |
Chain | 18 | 24 hours | As Cloth, plus: Wire, wooden core, wire cutters, pliers (Optional - mechanical wire winder, specialised pliers and snips, premade rings and rivets) | 14 |
Plate and Chain | 36 | 48 hours | All of the above, plus: Several hammers, heavy snips, steel plate, files, anvil (Optional: spare plates, straps, buckles, etc., planishing stakes, dishing stump) | 27 |
Repairs
Without proper tools, you can't repair the armour.
If you have the proper tools for a lighter armour (i.e. have Cloth tools but Chain armour), you can repair the armour to the level shown in the last column.
If you have the optional tools, knock 25% off the time.
All of these times are for field repairs - expedient, but probably not pretty.
Unbalanced Weapons
Unbalanced weapons would always do 1 point to the character's HP, even on non-critical hits.
Credit
I thought of this after re-reading this post on Untimately:
http://untimately.blogspot.com/2012/06/evasion-armor.html
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