Medieval & Fantasy Minecraft Roleplaying

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Armor

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Lannis

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Summary:
When a character wearing armor is struck by an attack, the effect of their armor is represented by a single d20 roll with a DC based on the armor and the nature of the attack. If this roll succeeds, they are assumed to have been protected from any significant damage by their armor. If they fail the roll, the damage is taken, and they should emote a plausible explanation for how; the attack found a weak spot in the armor, etc.​


Damage Types:
Any attack or effect that deals damage to a character is assumed to fall under one of the general categories below; if in doubt, choose the one that makes the most sense for the effect. If doubt remains, please let us know and we’ll look at expanding the categories.​

  • Physical (weapon attacks, spells with a tangible physical component that is the primary damage source)
  • Energy (fire, lightning, etc.)
  • Mental (mind-targeting spells that deal ‘damage’)
  • Occult (soul-targeting spells that deal ‘damage’, damaging curses, etc.)


Protection Value:
Both the type of armor and what it’s made out of determine the protection value for a particular piece of armor. All pieces of worn armor are used to calculate a cumulative protection value that can generally be rolled for any attack; it’s weighted to represent the importance of each ‘zone’ and better represent the overall effectiveness of armor than rolling for individual pieces.​
You can still roll for resolving the effectiveness of an individual piece of armor if necessary, and this should generally be done if situationally appropriate/the difficulty of hitting a specific unarmored area is already accounted for.​

Special Resistances:
Some materials offer additional protection against more specific damage types, i.e. Chokevine grants extra protection against blunt weapons. Include the specific damage type when rolling for armor when it’s relevant to do so, i.e. when the armor grants a bonus or the attack applies a penalty for that specific type.​


Rolling In-Game:
Armor is calculated for a character based on what’s equipped in the loadout plugin, which can be accessed using “/gear”. There are intentional layering restrictions in what the plugin considers as ‘worn’ for calculating protection values. Please report a bug if you think something should be working and isn’t, but there is some deliberate limitation when calculating mechanics for what is technically achievable in freeform for the purpose of being fair.​
The following commands are used:​
  • “/armor”: This command will privately show the details for armor calculation, including what armor pieces are being considered, their individual protection values, and the cumulative protection value of all worn armor.
  • “/armor show”: This puts the information from the “/armor” command in chat for others to see
  • “/armor roll [damage type] (specific damage type) (manual modifiers)”: This will roll armor against the specified damage type and indicate if the roll succeeded or failed. If rolling against something for which the armor has unique protection, i.e chokevine against blunt weapons, the additional special damage type is given as a second argument.
  • “/weapon”: This command will show any notable characteristics about a weapon currently being held, including modifiers and options for damage type.


Credit to Sir Saltington for the initial D10 armor suggestion
 
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Lannis

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Technical Information

Armor is calculated based on the armor type and the material used. Generally, the armor type will define the general effectiveness while the material applies specific modifiers.

“Unique” armors just have a predefined spread of protection values. Otherwise, the armor type has a value between 0 and 7 associated with it. Materials have “modifiers” and “base effectiveness,” and the final armor value for a piece is calculated as:

(Armor Type * Base Effectiveness) + Modifiers

The purpose of the base effectiveness is mainly to easily show what damage types it protects against, i.e. mundane steel has a BE of 1 against physical damage and 0 against mental.

Armor Type:

ValueTypes
7Custom Plate
6Munitions Plate, Scale, Brigandine
5Chain
4
3Gambeson, Leather
 
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Lannis

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Modified Materials:

Metals:
Gold, Silver, Platinum, Copper:
-Worse against general physical damage (-2 Physical)

Bronze:
- Slightly worse against general physical damage (-1 Physical)

Machanite:
+Better against blunt damage (+2 Blunt)
+Much better against blunt damage when MW (+3 Blunt)
-Slightly worse against other physical damage (-1 Physical)

Hellmetal:
=Chain equivalent against fire damage (5 Fire)


Fabric:
Chokevine:
+Slightly better against blunt damage (+1 Blunt)
+Better against blunt damage when MW (+2 Blunt)

Mirrorwood:
=Chain equivalent against physical damage (5 Physical)
=Plate equivalent against physical damage when quilted (7 Physical)

Darkthread:
=Gives overall plate equivalent against mind/soul-altering effects when as a hat or cloak (+7 Telepathy and Enchantment)
=Chain equivalent against physical damage when MW (7 Physical)
=Plate equivalent against physical damage when quilted and MW (7 Physical)


Leather & Other:
Arbori:
=Chain equivalent against physical damage (5 Physical)
=Chain equivalent against occult effects(5 Occult)

Drakodo:
=Chain equivalent against physical damage (5 Physical)
=Chain equivalent against energy damage (5 Energy)
+Better against fire damage (+2 Fire)

Emperor Scorpion Chitin:
=Munitions Plate equivalent against physical damage (6 Physical)
+Slightly better against piercing damage (+1 Piercing)
+Better against piercing damage when MW (+2 Piercing)

Silverbloom:
=Chain equivalent against physical damage (5 Physical)
=Chain equivalent against mental effects (5 Mental)
 
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