Armor and Shield Mechanics

Introduction

Knight vs Dragon's breath

In role-playing games, determining how characters and creatures absorb damage is crucial for creating an engaging and balanced combat system. Traditional systems like D&D and Pathfinder use a fixed Armor Class (AC) value, including variants like touch AC and flat-footed AC. Attacks that meet or exceed these values succeed, while those below fail entirely.

However, this approach has two main drawbacks:

  1. It lacks a damage reduction mechanic, resulting in an all-or-nothing outcome for attacks.
  2. It doesn't adequately support magical damage reduction, limiting narrative possibilities such as a knight dramatically shielding an orphan from a dragon's fiery breath.

To address these issues, we propose a new system that allows armor to provide both complete protection and graduated damage reduction for both physical and magical attacks.

1. Armor System

1.1 Magical Damage Reduction

For magical attacks (e.g., fireballs), compare the armor's enchantment DC to the attack's DC. The armor enchantment DC represents the power of the enchantment spell that was used to enchant the armor. The attack DC represents the power of the incoming spell that the armor has to mitigate.

Armor DC vs Attack DC Damage Reduction
Higher by 50%+ 100%
Higher by 40-49% 90%
Higher by 30-39% 80%
Higher by 20-29% 70%
Higher by 10-19% 60%
Equal or higher by 0-9% 50%
Lower by 1-10% 40%
Lower by 11-20% 30%
Lower by 21-30% 20%
Lower by 31-40% 10%
Lower by 41%+ 0%

1.2 Physical Damage Reduction

For physical attacks, compare the armor class to the incoming attack roll.

Armor Class vs Attack Roll Damage Reduction
Higher by 50%+ 100%
Higher by 40-49% 90%
Higher by 30-39% 80%
Higher by 20-29% 70%
Higher by 10-19% 60%
Equal or higher by 0-9% 50%
Lower by 1-10% 40%
Lower by 11-20% 30%
Lower by 21-30% 20%
Lower by 31-40% 10%
Lower by 41%+ 0%

1.3 Armor Types and Materials

Armor Size

Size Damage Reduction Reflex Save
Heavy No change -10%
Medium -5% -5%
Light -10% No change

Special Materials

Material Damage Reduction Reflex Save Additional Effects
Adamantine +10% - -
Mithril +5% +10% -
Dragonhide +5% - +20% Elemental reduction (magical only)

Notes:

Elemental reduction for Dragonhide armor depends on the type of dragon from which the hide was made and only applies to magical versions.

2. Shield System

Shields, and in particular magical shields are better than armor at protecting a character against damage. However, to do so, they require an action investment, while armor mitigates damage automatically. Enchanted shields can protect zones from AoE spells, and even intercept magic missiles. The typical enchanted shield protects a zone with a 10 ft radius from AoE spells such as Fireball, Acid Splash, Ray of Frost.

2.1 General Shield Rules

2.2 Magical Attack Defense

For magical shields defending against magical or supernatural attacks:

Shield DC vs Spell DC Damage Reduction
Higher or equal 100%
Within 10% 90%
Within 20% 80%
Within 30% 70%
Within 40% 60%
Within 50% 50%

2.3 Physical Attack Defense

2.4 Special Shield Materials

3. Interaction with Other Systems

4. Combat Examples

4.1 Knight vs Bandits

Knight vs Bandits

This example demonstrates how the armor and shield mechanics work in a physical combat scenario.

Characters

Turn 1

Tick 1
  1. Declarations

  2. Reflex Order

  3. Actions

Tick 2
  1. Reflex Order

  2. Actions

Tick 3
  1. Declarations

  2. Outcome

4.2 Paladin vs Sorcerer

Paladin vs Sorcerer

This example demonstrates how the armor and shield mechanics work in a magical combat scenario.

Characters

Turn 1

Tick 1
  1. Declarations

  2. Reflex Order

  3. Actions

4.3 Mixed Combat: Elven Ranger vs Orc Shaman and Warrior

elven ranger vs orcs

This example demonstrates how the armor and shield mechanics work in a scenario involving both physical and magical attacks, as well as different armor and shield types.

Characters

Turn 1

Tick 1
  1. Declarations

  2. Reflex Order

  3. Actions

    a. Aelindra's Arrow Attack:

    b. Zulgha's Lightning Bolt:

    c. Groknak's Greataxe Attack:

Tick 2
  1. Declarations

  2. Reflex Order

  3. Actions

    a. Aelindra's Arrow Attacks:

    b. Zulgha's Lightning Bolt:

    c. Groknak's Greataxe Attacks:

End of Turn 1 Summary: