phantomdoodler wrote:
Nicely put together sir! Although I will use my own house rules regarding weapons and armour (like a fixed Armour bonus to reduced damage each hit), it has given me plenty of food for thought. I do like the idea of weapon qualities, as found in other games, so i will work on those myself.The offical layout look also helps. Guess I need to work on my own version of this....
I did consider a fixed armour value, but it would mean a major restriction on the amount of pts of armour you could wear. If I was doing that I wouldn't allow more than 3 pts of armour, so 1=light, 2=medium, 3=heavy armour. The game allows a maximum of 8 damage to a player/Lone Wolf, with the majority at 4/5 (but only if the enemy has a higher CS than you). If you out CS them then the average damage you receive is ~2.
So wearing 3 pts of armour will reduce your damage intake massively. Any more than that and you're going to be immune to most damage taken from the majority of opponents. Thus I went with absorption per encounter rather than simply boosting Endurance. That way you can have a wider range of armour values making PCs even harder to kill.
Even if you used damage modification through weapons (like I have) the amount of damage is going to be really low on a player.
It also stays closer to the way it works in the core rules, which is something I wanted to stick to (although how much is a bit subjective).
Hellebore