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Old 10-23-2003, 05:17 PM
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Altered Armor Details

Post originally by Roy Morgan at 2003-10-23 16:17:45
Converted from Phorums BB System


Thanks, Steel. I'll keep working on it, then. I've mostly used this in the Iron Kingdoms setting and a couple of d20 fantasy games, because I hate D&D's idea that no one can ever get better at defending themselves from attack unless they stack on the Dexterity modifiers, which they instantly lose when they strap on armor. Here are a few details on the system. I had to alter a little more than just armor values to get it to work for Star Wars:

No Armor Proficiency: You get 1/4 of your Defense, though the Armor's DR and Armor Rating still protect you. Parts of you simply don't move the right way anymore, though your sense of timing is still okay.

Minimum Damage: High Damage Reduction can make some weapons useless on low rolls. If you get hit, you still do take 1 point of damage, no matter how low the damage roll is. This way even a fighter in field plate has a little to worry about from a nimble thief with a dagger.

Critical Hits in Star Wars: In D&D, damage is multiplied by a number determined by the weapon, and this can be improved through certain feats. Star Wars weapons lack such a statistic, as Criticals do damage directly to Wounds. For an altered armor Star Wars campaign, you'll need to give them multipliers. Most should be fairly easy to figure out (D20 Modern uses multipliers for modern weapons, which were the mechanical inspiration for blasters). Lightsabers get a flat x2, but this multiplies the damage bonuses from Jedi classes as well! I'm still testing this one, as it may be a little overpowered, but Star Wars combat gets more consistently deadly under these rules, and that's as it should be. Fighting the Empire / Trade Federation / Secessionists ain't no cakewalk. Fortunately, it won't be for them, either.

That's what I've got so far. Still working on converting new Star Wars armor to work with my rules, but it's coming along.
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