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Shadowrun: Anarchy / Re: Armor in Anarchy
« Last post by Tecumseh on <04-04-24/1832:31> »Ha, I've been rereading this thread too. I joined an Anarchy game in mid-February and I found myself revisiting this to remind myself what I used to know/think. The game only lasted a month, as generally happens.
Yes, what you're describing is pretty much the same as my Method #2.
The one thing I debate is the best armor:soak ratio. I suggested 3:1, which is what you have here. I can think of arguments for other ratios, but I suppose a lot of it comes down to personal preference about how effective you want armor to be and what sort of balance you like to maintain between offense and defense.
Another possibility is to borrow an idea from 4E and have there be a comparison between the armor rating and the base weapon damage to determine whether the resulting damage is Stun or Physical. Right now in Anarchy all damage erodes armor equally, and after the armor is gone the damage goes to the appropriate Condition Monitor.
For example, what if we say Light 4, Medium 6, Heavy 8. Then compare those armor ratings to the base weapon damage (before net hits). If the Armor is equal to the incoming damage rating, it converts it from Physical to Stun. That means Light armor will mostly be to defend against melee attacks, while Medium armor could stop pistols, and Heavy armor could soak an assault rifle but not a sniper rifle. Damage could be based on net hits and go straight to the condition monitor determined by the comparison. So you're still getting hit, and you're still taking damage, but maybe a less-lethal type of damage that's easier to endure. Or add net hits to the comparison if you want more Physical damage to encourage folks to retreat more quickly.
Just spitballing.
Yes, what you're describing is pretty much the same as my Method #2.
The one thing I debate is the best armor:soak ratio. I suggested 3:1, which is what you have here. I can think of arguments for other ratios, but I suppose a lot of it comes down to personal preference about how effective you want armor to be and what sort of balance you like to maintain between offense and defense.
Another possibility is to borrow an idea from 4E and have there be a comparison between the armor rating and the base weapon damage to determine whether the resulting damage is Stun or Physical. Right now in Anarchy all damage erodes armor equally, and after the armor is gone the damage goes to the appropriate Condition Monitor.
For example, what if we say Light 4, Medium 6, Heavy 8. Then compare those armor ratings to the base weapon damage (before net hits). If the Armor is equal to the incoming damage rating, it converts it from Physical to Stun. That means Light armor will mostly be to defend against melee attacks, while Medium armor could stop pistols, and Heavy armor could soak an assault rifle but not a sniper rifle. Damage could be based on net hits and go straight to the condition monitor determined by the comparison. So you're still getting hit, and you're still taking damage, but maybe a less-lethal type of damage that's easier to endure. Or add net hits to the comparison if you want more Physical damage to encourage folks to retreat more quickly.
Just spitballing.