Sean Waters Posted September 19, 2017 Report Share Posted September 19, 2017 Real armour -1/4 (doesn't work quite a lot of the time) is definitely worth more that -1/4. Quote Link to comment Share on other sites More sharing options...
mrinku Posted September 19, 2017 Report Share Posted September 19, 2017 While armour won't do much to protect from impact damage, it will provide protection from tearing, abrasion and any penetrative damage caused by the impact. I'd rather have any kind of armour on me if I was slammed into a concrete wall, or skidded along bitumen (ask any biker). If the setting involves a lot of knockback, falling or ramming damage, I'd agree that the limitation should be increased, but it's not worth anything if the setting itself is realistic and ALL armour has it. Superheroes also have a tendency not to actually hit the ground when they fall off things due to powers, skills and luck. Quote Link to comment Share on other sites More sharing options...
DasBroot Posted September 19, 2017 Report Share Posted September 19, 2017 Real armour -1/4 (doesn't work quite a lot of the time) is definitely worth more that -1/4. Fair point about the worth with knockback inclusion. I guess it would depend on the DC of the game (and thus how much knockback damage someone would be subjected to) to get a real number for it. Being knocked 4 meters on average and it not applying is definitely worth less than being knocked 12 meters, and a lot less than being knocked 20+. Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted September 19, 2017 Report Share Posted September 19, 2017 If you want to reconcile movement based damage with exponential progression, the Velocity Factor rules work pretty well for that. Though converting combat movement into velocity factor might be a bit of a pain in the butt in practice. Converting is easiest with even numbers like 12 6 &4. Precalculating and noting on the sheet helps too. HM Quote Link to comment Share on other sites More sharing options...
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