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<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>1) We generally played it that special and critical hits would
damage armor sufficiently to lower its overall protection by one point.
Furthermore we used the fumble of "shield strap / armor breaks" at
random locations to further erode armor over time. Since both cases were
not common occurrences (and in the case of a critical to the head, for example,
a dented helm is the least of your concerns) it was enough to keep players
repairing and replacing their equipment throughout the years.<o:p></o:p></span></p>
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color:#1F497D'><o:p> </o:p></span></p>
<p class=MsoNormal><span style='font-size:11.0pt;font-family:"Calibri","sans-serif";
color:#1F497D'>2) The rule I recall for natural armor was to simply double the
resulting damage, rather than ignore armor completely. While from a mathematical
perspective this also caused problematic results in some cases, I preferred it to
ignoring armor. So my single stick (max damage of 6) against the
12pt dragon scale would still do no damage even with a critical. For
magical defense I always count that against physical damage, the only way
around that is with counter magic or some other specific magical attacks.<o:p></o:p></span></p>
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<p class=MsoNormal><b><span style='font-size:10.0pt;font-family:"Tahoma","sans-serif"'>From:</span></b><span
style='font-size:10.0pt;font-family:"Tahoma","sans-serif"'>
runequest-bounces@rpgreview.net [mailto:runequest-bounces@rpgreview.net] <b>On
Behalf Of </b>Styopa<br>
<b>Sent:</b> Monday, July 13, 2009 5:42 AM<br>
<b>To:</b> RuneQuest Rules<br>
<b>Subject:</b> Re: [Runequest] Drowning, Falling and Poisoning in RuneQuest<o:p></o:p></span></p>
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<p class=MsoNormal><o:p> </o:p></p>
<p class=MsoNormal style='margin-bottom:12.0pt'>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>
<o:p></o:p></p>
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