Var is the system I made, some of you are now testing it. This board will house any information about any of my VAR games. Currently, there is only one - Three Intertwined Tales of Vengeance, TIToV for short.
I'll post more info about that particular game in short order. My request to players - with any new topic PLEASE put a [tag] in the subject to tell what game it is about. For example, I have [VAR] here because this is about the VAR system. [TIToV] will tag subjects about Three Intertwined Tales of Vengeance.
Questions, comments and suggestions, provided they are constructive, are welcome.
And my first bit, I want some player feedback.
Handling of armor in the simulation style game.
Armor has a generic defense against physical damage, plus a bonus defense against certain damage types (what I call elementals). It's basic defense is a 'hit or miss' style defense. Your opponent attacks and rolls lower or equal, he or she misses. If he or she rolls higher, he or she hits. The calculation for this target based on your skill in the armor (SKILL), the armors difficulty to use (REQ) and the armors base defense (DEF). sqrt is a square root:
if SKILL < REQ: DEF/2
if SKILL >= REQ: sqrt(SKILL/REQ) * DEF
If this seems too complicated, don't worry, your character sheet handles it for you.
Now we have how the armor handles specific damage types. There are two possible methods. In either case the effect is halved if SKILL<REQ.
The current method (which I like for simulations, but is unwieldy) reduces damage by a certain percent. The armor is given a ranking from 1 to 20, and the damage absorbed is 10% times the ranking (max 100%). For example, Full Plate armor has a ranking of 7 against slashing, which means if someone proficient in using it gets hit by a sword, he or she only takes 30% damage.
The alternative method, simply gives you an bonus to your base defense, the "ranking" of the skill above, times 5. For example, the Full Plate armor listed would give a user with SKILL>=REQ a +35 bonus against slashing attacks, but a wielder with a SKILL<REQ would only get a +17 or +18 (depending on how the GM rules on rounding, which in my case is normal scientific rounding).
which method is preferred by you players?
OK, I've decided how the armor update will work. You will have two numbers, your defense, which doesn't change, and the elemental resistance. The way the elemental resistance works, is that it increases the BDT threshold of your attacking opponent, and it does go up with armor skill, as does defense.