[PnP] noob questions part V - bride of son of uncle of noob questions...

Paul L. Ming pming at northwestel.net
Tue Nov 13 12:34:14 CET 2007


Hiya.

   Ahhh...I see now. :) Whups!

   Honestly, I run it on a "does this make sense at this particular 
moment" method. I tell my players each time we start a campaign: A 
weapon/armor/item will break only if it strikes/is hit by something that 
could likely break it.

   What that means is that if you have a Battle Axe, and you strike at a 
tree, and do 40damage...your Battle Axe does NOT break. Why? Common 
sense. An axe is meant to cut into wood, and the wood is going to give 
way to the steal of the axe every time. Now, if that same swing 
connected with an ogres thigh, the Battle Axe would also NOT break. Why? 
It's a nice, meaty thigh; even softer than wood. Next, the same hit 
connects with a knight in full plate...and the result is; the BA breaks, 
and the armor takes a lot of damage.

   Yes, it is a bit 'fast and loose', but it keeps weapons and armor 
around longer....and if I came up with some detailed formula to 
calculate item material damage vs. item material damage, it would slow 
the game waaaaay down and I'd just end up 'using common sense' anyway. :)

Paul L. Ming



Scott M wrote:
> Ok, i replied a little too soon (and without the benefit of my books nearby).
> 
> I was asking about the "One Blow Damage" rule. As written, if a single
> hit deals more than AVx5 points of damange (so in the case of leather
> or quilted armor, more than 5 points of damage), then the armor loses
> a point of AV, thus becoming worthless.
> 
> Increasing the DV doesn't really address that, although it resolve the
> issue of DV being eaten up too quickly. So for that I agree, either
> doubling the DV or reducing the amount of damage applied to the armor
> (maybe apply damage prevented to DV rather than damage NOT
> prevented...) would fix that.
> 
> Maybe I should just ignore the "One Blow Damage" rule for leather or
> quilted armor.





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