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Very Hot Topic (More than 25 Replies) Armor (Read 9963 times)
John
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Re: Armor
Reply #35 - Nov 19th, 2010 at 11:48pm
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Just because you amp one thing up, it doesn't mean you have to amp another.   Some powers are more powerful than others.    I like that the game allows unbalanced players.  Its more like comics.    Thor is more powerful than  Tigra, yet they are on the same team.
  

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Re: Armor
Reply #36 - Nov 20th, 2010 at 10:07am
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No problem with different power levels. Your right it's one of the cool things about V&V. I just never played in a campaign where any of the characters had the ability to do 100+ points in a single attack. There probably is one, but I can't think of a published character that can hit that level. Even a character like Mountain Man does close to 100 max I think - to lazy to check book Wink

(related topic) strangely enough the first version of my character for Cougar's Megalopolis campaign had Armor B, Adaptation, Bio-enhancment,  and Hgt Str B. It turned out The combination really put him over the top. You take out anyone of those except Armor B and he was still tough as nails. You take out the Armor B and suddenly he was much more manageable.

(off topic) he let the character keep the Armor B and switch some other stuff, and suddenly he was less powerful but more interesting - thumbs up for collaboration)

  

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Re: Armor
Reply #37 - Nov 20th, 2010 at 10:13am
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What is bio-enhancement?
  
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Re: Armor
Reply #38 - Nov 21st, 2010 at 12:47am
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Mutant Power: Biological Enhancement, 2d4+2 to Str, End, Agl each
  

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dsumner
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Re: Armor
Reply #39 - Nov 21st, 2010 at 11:31pm
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Okay, after giving this some thought, how about this. For every 10 full points of Armor, it would have a SR of 1. So if a character had an Armor with an ADR of 120, his Armor would have a SR of 12 and it would ignore any attack that did less than 12 points of damage. The Armor could still be damaged as normal (any damage that penetrates would reduce its ADR), so it'd become less effective as it sustained more damage. So if the character sustains an attack that does 20 points of damage, it ignore the first 12 points, and the other 8 would penetrate the armor, reducing its ADR to 112. One thing I would suggest though, is that GMs limit the amount of armor a character could have, so that things don't get out of hand.
« Last Edit: Nov 22nd, 2010 at 2:01am by dsumner »  

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Re: Armor
Reply #40 - Nov 22nd, 2010 at 1:48am
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dsumner wrote on Nov 21st, 2010 at 11:31pm:
Okay, after giving this some thought, how about this. For every 10 full points of Armor, it would have a SR of 1. So if a character had an Armor with an ADR of 120, his Armor would have a SR of 12 and it would ignore any attack that did less than 12 points of damage. The Armor could still be damaged as normal (any damage that penetrates would reduce its ADR), so it'd become less effective as it sustained more damage. So if the character sustains an attack that does 20 points of damage, it ignore the first 8 points, and the other 8 would penetrate the armor, reducing its ADR to 112. One thing I would suggest though, is that GMs limit the amount of armor a character could have, so that things don't get out of hand. 


I think I like where you're going with this.  I'm not following how it would ignore the first 8 points in your example.  Wouldn't it ignore the first 12.

I would be more inclined - if the character took more than the SR - to make the Armor take none of it (like it is now), but I can see the logic either way.
  
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Re: Armor
Reply #41 - Nov 22nd, 2010 at 2:01am
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Majestic wrote on Nov 22nd, 2010 at 1:48am:
I think I like where you're going with this.  I'm not following how it would ignore the first 8 points in your example.  Wouldn't it ignore the first 12.


Whoops... sorry about that, it should be 12 not 8.


Majestic wrote on Nov 22nd, 2010 at 1:48am:
I would be more inclined - if the character took more than the SR - to make the Armor take none of it (like it is now), but I can see the logic either way.


I don't want Armor to be uber powerful, so I figure this should be a fair trade off.
  

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Re: Armor
Reply #42 - Nov 22nd, 2010 at 8:23am
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Is it still the same where the SR goes down when the armor sustains damage?

ie: after being reduced to ADR 112 the new SR becomes 11?

The SR concept is cool because it allows the armor to continue being effective even when the percentage roll to absorb damage fails.
« Last Edit: Nov 22nd, 2010 at 8:24am by Display Name »  
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Re: Armor
Reply #43 - Nov 22nd, 2010 at 12:23pm
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Display Name wrote on Nov 22nd, 2010 at 8:23am:
Is it still the same where the SR goes down when the armor sustains damage?

ie: after being reduced to ADR 112 the new SR becomes 11?

The SR concept is cool because it allows the armor to continue being effective even when the percentage roll to absorb damage fails.


Correct, it's SR would be 11, but instead of the % roll to see if it would absorb the damage, it would work like invulnerability.
  

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Re: Armor
Reply #44 - Nov 22nd, 2010 at 5:48pm
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So the armor would always absorb the damage?

Although I think it adds to the math homework, I like the ablative concept, but if there's no chance of damage bypassing the Armor then that's seems awfully powerful
  

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Re: Armor
Reply #45 - Nov 22nd, 2010 at 5:57pm
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Ranger wrote on Nov 22nd, 2010 at 5:48pm:
So the armor would always absorb the damage?

Although I think it adds to the math homework, I like the ablative concept, but if there's no chance of damage bypassing the Armor then that's seems awfully powerful


It would only absorb damage up to it's SR. So if a character's Armor had an ADR of 100, it's SR would be 10, and as long as it isn't damaged, it'll always ignore the first 10 points of damage an attack did. But, anything over the initial 10 points would begin whittling away at the ADR. So, if the character was attacked, and sustained 15 points of damage, the first 10 points would be ignored, and the armor would take 5 points of damage, reducing its ADR to 95, and its SR to 9. The next turn he's hit for 13 points of damage, and his Armor would ignore the fist 9 points, and sustain 4 points of damage, reducing his ADR to 91, and an SR of 9. While it would make Armor more powerful, I think it more accurately portrays the way you see Armor work in comics, and still remains playable.
  

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Re: Armor
Reply #46 - Nov 22nd, 2010 at 6:46pm
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...as the ADR get lower (and damage absorption rolls started failing), the armor would continue absorbing damage at a declining rate.

40 ADR would have SR of 4, 30 ADR would have SR of 3, etc.

Basically you won't end up like the character John mentioned earlier:
John wrote on Nov 18th, 2010 at 4:30pm:
...but you know how many NPC's or players were beaten bloody with 55 adr left?   In most of the fights, half of the armor really didn't come into play.   I feel this is a good compromise.


...which is why he had his own house rule about the armor.

If a less powerful alternative is sought, how about this:
Character uses 1 action and saves vs Agl to block an attack with armor.  Normal PR costs would apply, but the character would not receive an evasion bonus.

The whole "ADR" thing can be justified this way: when a character has taken enough damage to bring their ADR down 50% (ie: 100 ADR taken down to 50) then the armor is only undamaged on the lower portion of their body.  This makes it harder to take damage from "typical" attacks that are aimed at the upper body.

That seems like the thought process behind ADR...
  
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Re: Armor
Reply #47 - Nov 22nd, 2010 at 6:59pm
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I don't know. I think Dom's homebrewis fine enough, I just would continue to make the player roll %dice to see if the Armor actually absorbed the damage that got past the SR
« Last Edit: Nov 22nd, 2010 at 7:00pm by Ranger »  

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Re: Armor
Reply #48 - Nov 22nd, 2010 at 7:01pm
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Ranger wrote on Nov 22nd, 2010 at 6:59pm:
I don't know. I think Dom's homebrewis fine enough, I just would continue to make the player roll %dice to see if the Armor actually absorbed the damage that got past the SR


Hmmm....I'll give it some thought tonight. I think a couple of months worth of playtesting might be the best thing.
  

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Re: Armor
Reply #49 - Nov 22nd, 2010 at 11:20pm
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A couple of months worth of testing is DEFINITELY the best thing!  Oh yeah, and testing the ADR would be good too!
  
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Re: Armor
Reply #50 - Nov 22nd, 2010 at 11:25pm
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I think I will offer my players a choice between flexible armor ( allows the extra rolling like I described above)  or fixed armor with the structural rating.
  

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Re: Armor
Reply #51 - Nov 23rd, 2010 at 2:24am
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John wrote on Nov 22nd, 2010 at 11:25pm:
I think I will offer my players a choice between flexible armor ( allows the extra rolling like I described above)  or fixed armor with the structural rating.


Let me know what they think.
  

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Re: Armor
Reply #52 - Feb 12th, 2011 at 5:51pm
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I'm bumping this up, as I'm still tinkering with it, and might make a slight modification. Also, has anyone tried this out? Or would be willing to give it a shot?
  

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Re: Armor
Reply #53 - Jan 4th, 2024 at 2:04am
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Bumping this as I'm tinkering with it. I've tweaked the writeup and want to see how it works during game play.
  

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