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tbone's picture

On the three numbered

On the three numbered items:

(1) Sounds fine. Though, like you, I don't know what the "right" numbers should be for any given armor. (Which is fine with me; just put some number in place, and should data ever come up to suggest a change, then change away!)

(2) I'll stick to my guns on this one: If an attack expends some energy breaking chainmail, then what penetrates has less energy remaining. I think it becomes trickier when you envision hand-held stabs, as there's the matter of the attacker continuing or even renewing his "push" once the blade pierces armor. But for simplicity, just to mentally play with what's going on, imagine a thrown spear. If the spear barely has enough energy to break and actually penetrate chainmail, then what just manages to penetrate will logically cause little piercing of flesh.

That said, the above doesn't mean that EP needs to absorb lots of energy; just set EP low vs the damage type in question, and the bit of edged damage converted to crushing will be low. Or, just go ahead and use "all or nothing", per your preference; while I think it's a small drop in simulation realism, it's a nice simplification, and in most cases won't yield results very different from the base rule.   

(3) Same questions here. Again, all I can do is guess. 

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As for those three possible types of armor:

Yes, that sounds reasonable. In fact – and I may have mentioned this somewhere on the site – in the many discussions of flexible armor and/or EP here or elsewhere online, I've been surprised that people never mention one of the things that the current flexible armor rules do offer, that EP doesn't: A damage divisor. That's essentially what the current flexible armor rule offers. 

I think a damage divisor as an armor effect is in theory a fine thing! I don't think the current flex armor rules handle it well, for reasons outlined in the article. But the general idea could be reworked into something sound. 

Awesomely detailed armor rules could offer three types of protection, with an attack needing to penetrate them in order:

1) Full absorption of impact (DR). At this point, the armor is not broken or deformed at all. (Same as the first armor quality you suggest.)

2) Dispersal and partial absorption of impact (handled as Damage Reduction). At this point, the armor is deformed somewhat. (Matches the 3rd armor quality you suggest?)

3) Prevention of penetration only, but not impact (EP). At this point, the armor is not broken but is seriously deformed, providing no appreciable padding or spreading of the impact. (Same as the 2nd armor quality you suggest.)

Mix up those three, and armors would get pretty darned realistic, IMO. In fact, while I think EP is perfect for extreme cases like thin impenetrable magic/tech armor, real armor might hew closer to DR + Dam Reduction than to DR + EP. For simplicity, EP could even be replaced entirely with Dam Resist, per my earlier comment. 

Using all three of the above armor qualities might play too fussily. Using only two is pretty simple and yields better results than the current flex armor rules, IMO.

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