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tbone's picture

EP in complex armor

That's some complex armor! Application of EP would of course depend on the effect wanted. Is DR so high (Piercing 33*) because the armor is really supposed to offer incredible protection even vs very high damage (in which case I'd use high DR and modest EP), or is it so high just in the attempt to simulate incredible penetration resistance (in which case much lower DR but great EP might be good)?

Well, not knowing that, and just to see what happens, we could apply the suggested rule of thumb for very flexible armor... but results aren't totally clear, since this armor has multiple split DR. Hmm, how about we use base DR 21 (taken from "Crushing") as the "lower DR score", and then for each of the other damage types, use its original DR + (half of 21 = 10) to get EP. So: Piercing = DR 21, EP 43; and Cutting = DR 21, EP 33. Crushing, of course, is just DR 21. (As for the "Other" damage type: ...I don't know, would EP be relevant?) 

So there are some starter numbers, but those could be adjusted wildly, as much as desired. 

Re cost: EP is a -60% limitation on cost of DR. That already includes what 4e calls a -20% limitation for Flexible. But, per discussion in the comments, add another -20% if the armor also has the demerits discussed for 4e's Tough Skin, which (as one example) lets any scratch deliver poison even if armor resists damage/penetration. So, EP becomes a net -80% if it can't stop secondary effects like poisons; and even the underlying normal DR can optionally take that -20% too, if it also can't stop secondary effects.

Now, a remaining problem: How to price EP that differs for Cutting, Piercing, etc.? Or how to do so for DR, for that matter? Is the cost of split DR already covered in 4e??

Finally, as for the skull: That's be just plain DR, no EP, bought for a small body location; does that sound right? 

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