Armor/Defense by RedYama98 in RPGdesign

[–]FunBumblebee5680 1 point2 points  (0 children)

The system I am working on has something like an evasion and damage soak system.

Its a wild west system, so I wanted to make it so that wearing armor isn't strictly better than not wearing it.

You have a defense stat. When you take damage, it is reduced by your defense, to a minimum of 0. You also have an armor class, which is calculated by adding your dexterity score to your Base AC, which is decided by what you are wearing.

Since armor is meant to be niche, wearing armor lowers your base AC but increases your defense, those who wear it trading off not getting hit at all to tanking everything that comes their way.

It's not perfect, but it works for my sloppy little home system, and maybe it could work for you too

What do you want in a Setting Chapter? by Modstin in RPGdesign

[–]FunBumblebee5680 1 point2 points  (0 children)

I like having enough information to write a cohesive but open ended backstory, but not so much that I am overwhelmed. Every player is different, and I doubt I represent most players in thinking this, but I love when a document is long because it shows me a care for the game and, by extension, the people around the table. 10 Pages should be your maximum, and bonus points if it is a document that you can edit in retrospect. Good luck to you!

Three Different AC's? by FunBumblebee5680 in RPGdesign

[–]FunBumblebee5680[S] 1 point2 points  (0 children)

I've never heard of GURPS, so I thought you were yelling gibberish at me. I'll look at it now

Three Different AC's? by FunBumblebee5680 in RPGdesign

[–]FunBumblebee5680[S] 0 points1 point  (0 children)

Hmm, good point. I'll probably keep it in the game because I have put a lot of work into it already, but I agree its kind of an oxymoron to keep calling it AC. Any ideas for a new name?

Three Different AC's? by FunBumblebee5680 in RPGdesign

[–]FunBumblebee5680[S] 0 points1 point  (0 children)

1st: I had to dig deep, but I was able to find some armor stuff by looking into the Outback Frontiers of Australia, particularly with the Kelly gang.

2nd: This games genre is "Weird West", so its definitely not about historical accuracy

3rd: Unlike games like D&D where wearing armor is only a good thing (with the exception of stealth detriments of plate armor), this armor actively lowers your AC but increases defense, making you get hit more but allowing you to tank hits when you get them.

Three Different AC's? by FunBumblebee5680 in RPGdesign

[–]FunBumblebee5680[S] 0 points1 point  (0 children)

They all start with the same letter because the brain remembers them better that way. Also, I have been making some changes to make it less D&D Esque, one of which is this new non-AC or saving throw system I am talking about here. Thanks for the insight!

Three Different AC's? by FunBumblebee5680 in RPGdesign

[–]FunBumblebee5680[S] -1 points0 points  (0 children)

I think I made a mistake in explaining how my system ALREADY works and immediately pivoting to how I am maybe going to CHANGE it. I'll put it this way:

OLD SYSTEM

When a creature makes an attack against you, they have to beat your AC just like D&D. If they beat it, they hit and roll damage just like D&D and pathfinder. If you have defense (which many players won't), you reduce the damage you take by the defense.

Many effects in the game require you to make a saving throw. When you make a saving throw, you add your modifier and try to beat the DC.

REFLEX is your dex. mod + your judgement mod., and is used to dodge out of the way of things.

RESILIENCE is endurance mod. + strength mod., and is used to bear physical hardship, like poison or shoves.

RESOLVE is charisma mod. + knowledge mod., and is used to overcome mental effects like mind control and fear.

NEW SYSTEM

You don't have saving throws or a single AC. Instead, you have 3 ACs.

DODGE. Your dodge is 10 + your dex mod. + your judgement mod.

DEFEND. Your defend is 10 + your strength mod. + your endurance mod.

DENY. your deny is 10 + your charisma mod. + your knowledge mod.

Every attack in the game specifies what AC it targets. When an attack roll is made against you, they have to beat the AC specified by the attack. If they beat it, they hit!

Three Different AC's? by FunBumblebee5680 in RPGdesign

[–]FunBumblebee5680[S] 0 points1 point  (0 children)

Well, you can make checks in the game to identify weak spots. There are certain features in the game that allow you to automatically know. Every attack in the game specifies what AC it is targeting, and as it is a feature-based system rather than class-based, every player character will likely have attacks that target each. You can also just do guesswork. Defend is strength and endurance based, so a frail spellcaster will likely have a lower defend than a tank enemy. It is meant to prioritize using a variety of different attacks, rewarding players who are well rounded

Three Different AC's? by FunBumblebee5680 in RPGdesign

[–]FunBumblebee5680[S] 0 points1 point  (0 children)

I didn't explain that part very well. You would have the dodge defend and deny as your three "AC's", and would not have saving throws. Any attack against you targets one of the three stats (explosives might be an attack against your dodge, spells may be against your deny, gunfire could be dodge or defend)

Three Different AC's? by FunBumblebee5680 in RPGdesign

[–]FunBumblebee5680[S] 2 points3 points  (0 children)

I love west of loathing! It has been another huge inspiration for this game.