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Hi Hal. I saw the similar comment on the SJG forum, too. Re the issue: I may be missing part of what you're pointing out. If it's only the question "Why does Leather not lose any DR vs Blunt, while Chain loses 2/3 DR?", I suppose two answers could be given that would mesh with officialdom:
1) Both are "flexible", but they're still different materials with different properties. Sharing the same "flexible" designation doesn't mean they need to share the same split DR properties.
2) Leather actually should lose 2/3 DR like Chain, but with only DR 1 to begin with, that just gets rounded back up to 1. The DR stat is too low to support the difference.
Of course, I don't know that either of those actually is the official thinking!
Either way, my beef remains a little different: the split DR is simply buggy in its effects (i.e., letting you boost "penetration" by using the sword flat). Not game-wrecking, by any means, just odd.
Off-hand, I don't see game problems with any armors that use a higher DR for blunt than for edged. It may or may not be a good simulation of any specific armor, but I don't foresee a problem with oddball game effects.
But armor with lower DR for blunt generates the above strange outcome, and what's more, I can't imagine an armor type that would reasonably act that way, including Chain.
Or am I missing a situation where lower DR for blunt does make sense? Anyone?
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Re: Edge Protection: Armor Enhancement for GURPS 4e
Hi Hal. I saw the similar comment on the SJG forum, too. Re the issue: I may be missing part of what you're pointing out. If it's only the question "Why does Leather not lose any DR vs Blunt, while Chain loses 2/3 DR?", I suppose two answers could be given that would mesh with officialdom:
1) Both are "flexible", but they're still different materials with different properties. Sharing the same "flexible" designation doesn't mean they need to share the same split DR properties.
2) Leather actually should lose 2/3 DR like Chain, but with only DR 1 to begin with, that just gets rounded back up to 1. The DR stat is too low to support the difference.
Of course, I don't know that either of those actually is the official thinking!
Either way, my beef remains a little different: the split DR is simply buggy in its effects (i.e., letting you boost "penetration" by using the sword flat). Not game-wrecking, by any means, just odd.
Off-hand, I don't see game problems with any armors that use a higher DR for blunt than for edged. It may or may not be a good simulation of any specific armor, but I don't foresee a problem with oddball game effects.
But armor with lower DR for blunt generates the above strange outcome, and what's more, I can't imagine an armor type that would reasonably act that way, including Chain.
Or am I missing a situation where lower DR for blunt does make sense? Anyone?