Do you have any house rules for AR

1st edition? 2nd edition? It doesnt matter! Let's just talk Palladium Fantasy.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
clawingwolf
Explorer
Posts: 124
Joined: Fri Jun 18, 2004 4:23 pm
Location: Ottawa, Ontario, Canada

Do you have any house rules for AR

Unread post by clawingwolf »

I've never liked the Armour system much in PFRPG, its the AR, i find that many things just have to many bonuses for leathers armours and lower to really have any effect. ANd once a person is mid lvl they could have bonuses that make most armours usless. Now yea with more skill , you would know the weak points of armour and stuff, but still i find armour doesn't protect much.

Does anyone have a alternative system to AR and armour in general, that they would like to share?
User avatar
Library Ogre
Palladium Books® Freelance Writer
Posts: 10512
Joined: Wed Aug 22, 2001 1:01 am
Comment: My comments do not necessarily represent the views of Palladium Books.
Location: Texas
Contact:

Re: Do you have any house rules for AR

Unread post by Library Ogre »

clawingwolf wrote:I've never liked the Armour system much in PFRPG, its the AR, i find that many things just have to many bonuses for leathers armours and lower to really have any effect. ANd once a person is mid lvl they could have bonuses that make most armours usless. Now yea with more skill , you would know the weak points of armour and stuff, but still i find armour doesn't protect much.

Does anyone have a alternative system to AR and armour in general, that they would like to share?


Take AR and subtract 4. Your armor reduces the damage you take by that amount. On a critical, the attacker has the option of double damage or ignoring armor (if your critical does triple damage, you can do double damage AND ignore armor). Of course, the "slayer" class of magic weapons (demon, deevil, dragon) are essentially automatic critical weapons, meaning they can ignore AR or do double damage.

I have some rules (not brief) on reducing your dexterity due to armor (i.e. a parry/dodge penalty), and some rules which combine parry, dodge, and roll into "defense". Oh, and cutting everyone down to 1 attack per melee (unless they have a phenomenal intitiative), changing how magic and psionics works in combat, and completely re-writing the 4 combat skills into Basic, Unarmed Expert, Armed Expert, Assassin, and Spellcaster.
The Megaverse runs on vibes.

My days of not taking you seriously are definitely coming to a middle. - Malcolm Reynolds
Happiness is a long block list.
If you don't want to be vilified, don't act like a villain.
-overproduced by Martin Hannett
All Palladium Articles
Mutant Rise for Savage Worlds!
Sentinel
Palladin
Posts: 12242
Joined: Tue Jul 09, 2002 1:01 am
Location: At the forefront of the War between Good & Evil.
Contact:

Unread post by Sentinel »

I've had to do things to modify armour slightly over the years of playing Palladium, because I found that either it gave too much protection (Rifts) or not enough (PFRPG).
I went for unifying the AR resistance, so that whether Natural or artificial, Strike Rolls under the AR did no damage. I used the resistance values from Weapons Armour & Castles to provide an additional "layer" of protection from certain types of attacks (some armours are better against smashing attacks than cutting or thrusting, for example).
when you get right down to it, Sentinel's right.~Uncle Servo.

Sentinel. you'll be always loved by the German Princess.~Nelly

That's twice in one day Sentinel has cleaned up my mess.~The Galactus Kid.

That's the best place to start. Otherwise, listen to Sentinel~lather

Listen to the Sentinel...he speaks truth.~ Shadyslug

Sentinel you have the biggest sig I've ever seen~Natasha
Guest

Unread post by Guest »

See Making Armor Useful Again for tons of discussion on different methods of redoing AR in PF.
User avatar
Cinos
Hero
Posts: 1466
Joined: Mon Nov 21, 2005 9:43 pm
Location: Madsion, Wisconsin
Contact:

Unread post by Cinos »

I've changed armor to make it much more useful to a person, increasing both S.D.C and A.R. For natural A.R, I changed it so rolls under it still do half (though on some things, i.e stone walls and the like, no damage is dealt).

Cinos
Getting a mage to tell you where the hydra is...10,000 gold
Hiring a summoner... 40,000 gold
Hiring one hundred 10th level mercenaries... 98,567 gold
Giving a hydra skull to your necromancer... priceless

Board? Read bad fan fiction!
viewtopic.php?f=5&t=120575&p=2349744#p2349744
User avatar
clawingwolf
Explorer
Posts: 124
Joined: Fri Jun 18, 2004 4:23 pm
Location: Ottawa, Ontario, Canada

Unread post by clawingwolf »

For Natural AR, I'm thinking to turn that into a damage reduction.
User avatar
clawingwolf
Explorer
Posts: 124
Joined: Fri Jun 18, 2004 4:23 pm
Location: Ottawa, Ontario, Canada

Unread post by clawingwolf »

This is my friend shanes Ar rules, and these ones work pretty good, what do you all think.

Shanes AR system.

Armour rating, or AR refers to the amount of protection armour
affords its
wearer. This number represents how much of the target is covered and
to
what degree tha armour protects its wearer, and is totaly seperate to
SDC,
in fact some armours have high ARs and low SDC, or the other way
around.
There are in fact two seperate types of AR; Natural Armour Rating and
the
AR gained from protective equipment, and though they both function
similarily they are distinctly different.
Artificial Armour Rating is protection afforded from spells or suits
of
armour. Regardless of the source AR will range from 1-20, though
realisticaly it should only appear between 3-18. AR functions
differently
for different kinds of attack, the two kinds being Unhindered and
Resisted.
Unhindered attacks are any attack which the defender does not roll
against. In such cases the process of dealing with AR is fairly
simple, the
attacker simply rolls to strike and adds in all modifiers, then
compares the
result to the total AR. If the roll is equal to or less than the AR
the
attack has connected with and does damage to the armour, if it is
higher it
applies its damage to the wearer.
Resisted attacks are those where the defender attempts to parry or
dodge,
in this case both characters roll their Strike, Parry, and Dodge as
usual,
than the degender divides their AR by 3. If the attackers roll is
greater
than the degenders, the defender adds the 1/3 AR (rounding down) to
their
roll to Parry/Dodge. If the defenders roll is now eequal/greater then
the
attackers the strike has connected with and does damage to the armour.
Natural AR follows all of the aboce rules, but has one difference.
Normaly strikes that are stopped by the AR do damage to the seperate
SDC of
the armour, in the case of natual AR there is no seperate rating,
however.
So, whenever an attack is stopped by natural AR that attack instead
inflicts
1/2 its normal damage to the characters SDC.
In some cases situations may arise where characters with natural Rs
wish
to wear armour. The system for this is simple, just apply the 1/3
value of
the natural AR to the other AR value to detemine the total AR. Attacks
which are stopped by trhe AR do their damage to the seperate armours
SDC
until it is destroyed.

Character A and Character be are battling for supremecy of the known
universe. Character A swings a stick at B, who will attempt to Parry
with a
broom.
Example A- Character A rolls a 12 to strike, then adds in his +4
from
Hand to Hand, PP, and WP blunt bonuses, for a total roll of 16.
Example B- Character A rolls a 6 to strike, then adds in his +4 Hand
to
Hand, PP, and WP blunt bonuses, for a total roll of 10.
Example C- Character A rolls a 16 to strike, then adds in his +4
Hand to
Hand, PP, and WP blunt bonuses, for a total roll of an un-natural 20.

For all of these examples, Character B attempts to parry, rolling a
10,
then adding in his +4 from Hand to Hand, PP, and WP bonuses, for a
total
roll of 14. Character B is also wearing armour with an AR of 9/3.
In example A the total strike is higher than the total parry, but
within
the +3 from the armour, so the strike hits and does damage to the
armour.
In example B the total strike is lower than the total parry, so the
attack
is parried.
In example C the total strike is higher than the total parry and
higher
than the +3 from the armour, meaning it has hit the character.



Although this may seem complicated, it works very well and quickly as
soon
as everyone understands it.
User avatar
clawingwolf
Explorer
Posts: 124
Joined: Fri Jun 18, 2004 4:23 pm
Location: Ottawa, Ontario, Canada

Unread post by clawingwolf »

so doesn't anyone have opinon on the system above?
User avatar
Adam of the Old Kingdom
Adventurer
Posts: 505
Joined: Sun Jan 20, 2002 2:01 am
Location: Old Kingdom and Australia

Unread post by Adam of the Old Kingdom »

clawingwolf wrote:so doesn't anyone have opinon on the system above?


convoluted for my tastes.
Munchkin Cat Minion
Image
Image
Post Reply

Return to “Palladium Fantasy RPG®”