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2400

Lo-fi sci-fi micro RPG collection · By Jason Tocci

Heavy armor and armor alternatives

A topic by tarnaar created Jul 09, 2022 Views: 445 Replies: 5
Viewing posts 1 to 4

Hello Jason, is it implied from now on to follow the heavy armor rules from Legends instead of those from the older games?
I see them more elegant and impacting than just a x3 break, specially if they are bulky. 

Side note: do you have any suggestions for dealing with armor which is not about breaking/losing it, since armor is generally made to last? Would it be too complex for the spirit of 2400 to change "breaking" into an armor saving throw? 
On the other hand, perhaps such nesting of rolls could be against the system elegance.

Developer

My goal for each of these games is to offer some rules variations you could (but don’t need to) use with the other games if you want. So no, I haven’t revised any of the earlier 2400 games to use the Legends armor rules, but yes, you are absolutely welcome to replace the other games’ heavy armor with how heavy armor works in Legends. 

I am not sure what you mean by an armor saving throw, but my general philosophy is to not add extra rolls when playing 2400, if I can help it. I’d personally rather just say that some armor obviates the need for a roll at all, or makes if so the risks of a roll are less (like “get hurt” instead of “get killed”). The rule about breaking armor is designed mostly as a safety tool for players who worry about losing characters, but it’s also inspired by real-world ballistic armor (and bike helmets!), which does indeed need to be replaced after absorbing a potentially lethal blow. 

I agree, it would be too many rolls and just receiving a lesser consequence for a risk without the requirement to "break" armor except for a strike which could kill or maim seems good enough. 

Developer

Another option, if you want armor that's more built to last, is to break it down into pieces — greaves, breastplate, helmet, gauntlets, etc. — and break and replace those individually. (I would just let the player specify which one's broken. The goal of breaking it down isn't to track hit locations, but to limit the number of times it can save your butt in an intuitive way compared to "break 3 times.")

On a side point, the "armor saving throw" implies an instance of: you're being attacked and rolling to see whether the attack can make it past your armor to hit, damage enough to hurt you, etc. While in 2400 games, the more general OSR-esque skill system doesn't really frame battles that way. It's more d6 resolving the  outcome of the overall situation. I guess you could slot in an armor class there ("If skill roll is over 3, armor is only dented, not yet broken"), but then it just complicates the outcome of the skill roll. Did you get a "Lesser consequence" still from roll, but now it can't be a physical wound? It's adding another layer.
Also, using armor as an added protection from bad outcomes (at the cost of breaking it) makes a lot of sense. It might even be more helpful than just for battle, since you could conceivably use it to deflect/soften any bad roll. It's logical to me that you would trade armor breaking for your own skin NOT breaking. Since, that's what it does in real life. It just has that OSR-esque simplicity: cuts right into what something does in a sort-of binary and succinct way.

It could be argued that "Battle Moon" gives the tools for a more step by step framing of combat situations which suit OSR situations that could apply for instance to "Legends". Anyway, I like the idea of taking armor in account in the risk assessment.