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[HoE] armor fwd



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Hi there..I would post a reply on the HOELIST but don't know how.  If you
can post it it would be great.

Here is how we handle ARMOR in our little campaign.   We basically assign
Armor value to the Armor raiting instead of reducing the di-type.
Here is out little chart:
Leather:	-4
Armor 1:	-7
AR2;		-10
AR3:		-15
AR4:		-20

You get the idea....So the a posse with Kevalr vest AR2 would subtract 10
points of damage before the posse takes any damage to their guts. In gaming
terms it they would have to take 16 points of damage before they take a
light wound level.   It works great since we don't have to supply high
powered weapons to the posse.  The Automaton in your case with AR3 would
have Armor value of 15 + size(8?)=  23 for the first light wound.
Depending on your campaing you might want to change the number a little.

Good luck.

Don	

this mail contains number anmounts for monsters, if you don't want to see
don't 
read 
ok, hi all 
i got a question for ya'll. I've been running a campaign for over a year
now, 
and I want to give the players some more difficulty. The one facter that
seems 
soo unbalanced in monsters tough is armor. I mean armor level 2 will pretty 
much eliminate most pistols. Automatons have like 3, which is a monster that

would fit into a plot. THat seems real gross to me. I mean, am i getting the

wrong idea about how scarce AP ammo is? None of my characters have any
decent 
supply of ap ammo. in fact i think one player has one coveted clip of ap 3 
ammo. the only person who has a consistent source is the templar with one
level 
of sharpness on his sword. how often do you give your players ap ammo
marshals, 
what levels of armor do you use on a regular basis. what is gross/fair. now
i 
want it to be difficult, but not a slaughter? anyone's opinions would be
much 
appreciated. 
thanks 
rob kukuchka 
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