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Yes, I have tried it & it works rather well. In fact it was one of
the design ideas that was used in the original play-testing back in the
70's. The reason for it's lack of inclusion. One, people cry &
there became too much focus on armour hunting & repairing, two it
was felt that the shields & weapons falling apart seemed sufficient
to simulate, three expeience had shown that armour depletion tends to
be slow & subtle then a sudden cataclysmic failure - all of which
would add too much book-keeping to simulate accurately.<br>
<br>
Magical armour that is grafted too the hit location absorbs critical
damage points, otherwise it is bypassed.<br>
Skal,<br>
Sven<br>
<br>
Styopa wrote:
<blockquote
cite="mid:56e64e7a0907130541n54610924x3900c53a44730df3@mail.gmail.com"
type="cite">A few random armor questions for folks:<br>
<br>
1) I'm curious if anyone has played with the idea of armor damage in
the same sense as weapons/shields, ie if the AP is exceeded, it takes 1
AP off until repaired. While my players would probably cry, I have to
admit, it sounds a LOT more realistic over time that characters would
come out of a hard fight with their armor in shambles - such is almost
always the description of medieval battlefields and survivors, anyway.
<br>
<br>
2) Physical armor, magical armor, natural armor and crits: how do you
resolve this in your game? Do you judge that a crit ignores ALL armor
points (regardless of type) on a location? Logically I can see how a
crit would bypass physical armor certainly, natural armor probably
(there are always eyes, unarmored joints, etc), but magical defenses?
As regards natural armor, it seems cheesy that something with 12+
points of natural armor could be slain by some schmuck's lucky blow by
a normal sword (or arrow; there's always that damn literary example of
Smaug...). I seem to recall someone here mentioned a clever system
that they had for determining when some things were simply undamageable
based on natural armor?<br>
<br>
<br>
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