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DFRPG / Mundain Armor and when to apply it.
« on: November 08, 2011, 03:13:28 PM »
Here's an interesting quandary...
A character in our game made a resource roll to buy an Kevlar Plated trench coat, which as military gear would constitute Armor 2.
Since then this armor bonus has been applied to Punches, claws, and Ax-swings. My mind keeps going back to the argument between Micheal and Sonya that Micheal's armor wouldn't stop bullets but Sonya's Kevlar wouldn't stop blades or claws.
On one hand I don't want to punish the player who made the resource roll every time he's facing something that not what the armor was designed to protect against.
On the other hand, I don't want the players who spent refresh for toughness powers to get armor to feel like they spent that refresh for something they could have gotten without it.
I'm curious to see what y'all think of this problem.
A character in our game made a resource roll to buy an Kevlar Plated trench coat, which as military gear would constitute Armor 2.
Since then this armor bonus has been applied to Punches, claws, and Ax-swings. My mind keeps going back to the argument between Micheal and Sonya that Micheal's armor wouldn't stop bullets but Sonya's Kevlar wouldn't stop blades or claws.
On one hand I don't want to punish the player who made the resource roll every time he's facing something that not what the armor was designed to protect against.
On the other hand, I don't want the players who spent refresh for toughness powers to get armor to feel like they spent that refresh for something they could have gotten without it.
I'm curious to see what y'all think of this problem.