May 13, 2019 3:36 am
So I was looking at tiny dungeon but felt that armor not playing any role except cosmetics just felt wrong, though I can see the reasoning.
They have an optional rule that Light melee weapons and ranged weapons do 1d3 and heave weapons do 1d3+1
instead of the normal 1 for light weapons and 2 for heavy.
To compensate they have armor be damage reduction. 1 for light, 2 for medium and 3 for heavy. You also have to take new traits for armor to be able to use it.
This then has four problems.
1. Light weapons and ranged ones will do no damage to anyone in heavy armor and even heavy weapons will only penetrate 1/3 of the time.
2. by making armor one of your traits to have to pick, a knight type character is going to lose traits to pick where before his armor did not cost him a trait.
3. Since hp is low like 6 per character the new random damage will cause heroes especially those with no armor to drop faster.
$. how to handle shields with the system.
Possible solution for #1
Have weapons do a minimum of 1 damage regardless of armor type. (this though makes medium and heavy armor the same protection against light weapons and heavy weapons which used to always do 2 are now only as effective as light weapons against heavy armor).
Possible solutions for #2
give everyone one more trait so most can choose light armor if they wish but anything stronger has a cost.
Possible solution for #3
Increase HP (the question is how much).
Possible solution for #4
increase the armor type by 1 but this then makes heavy armor and shield useless.
or
increase the Dr by 1 but then you run into the random weapons damage becoming ineffective.
or
have them make a disadvantage roll to either block or add a DR point (this just adds more rolls and complexity that seems at odds to the simple mechanics of the game).
So at this point I am turning it over to you to help solve these issues but still keep it simple and quick to do.
They have an optional rule that Light melee weapons and ranged weapons do 1d3 and heave weapons do 1d3+1
instead of the normal 1 for light weapons and 2 for heavy.
To compensate they have armor be damage reduction. 1 for light, 2 for medium and 3 for heavy. You also have to take new traits for armor to be able to use it.
This then has four problems.
1. Light weapons and ranged ones will do no damage to anyone in heavy armor and even heavy weapons will only penetrate 1/3 of the time.
2. by making armor one of your traits to have to pick, a knight type character is going to lose traits to pick where before his armor did not cost him a trait.
3. Since hp is low like 6 per character the new random damage will cause heroes especially those with no armor to drop faster.
$. how to handle shields with the system.
Possible solution for #1
Have weapons do a minimum of 1 damage regardless of armor type. (this though makes medium and heavy armor the same protection against light weapons and heavy weapons which used to always do 2 are now only as effective as light weapons against heavy armor).
Possible solutions for #2
give everyone one more trait so most can choose light armor if they wish but anything stronger has a cost.
Possible solution for #3
Increase HP (the question is how much).
Possible solution for #4
increase the armor type by 1 but this then makes heavy armor and shield useless.
or
increase the Dr by 1 but then you run into the random weapons damage becoming ineffective.
or
have them make a disadvantage roll to either block or add a DR point (this just adds more rolls and complexity that seems at odds to the simple mechanics of the game).
So at this point I am turning it over to you to help solve these issues but still keep it simple and quick to do.