Life vs Harden Skin vs Armor

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Peace420
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Life vs Harden Skin vs Armor

Post by Peace420 »

Do we really need to have 3 types of soak?

Is there a reason why Harden Skin protects from poison and disease, either mechanical or physiological?

Is there a reason why it doesn't protect from stun or nerve pinch, mechanical or physiological?

It just doesn't make sense to me that it would protect from poison and not stun. Stun is basically hitting a never bundle hard enough or in the proper spot to set off the human reset button, poison if it gets on you it penetrates your pores and gets into your sytem. If anything I would think harden skin would protect from stun and nerve pinch and not poison and disease.
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Post by GM_Chris »

Your right eric the confusion is we keep thinking of CARPS because we all played the game and this is a term from that game.

Harden skin can ONLY be brought back by the 5 minute count. This includes ALL sources of harden skin.

Harden skin comes off BEFORE armor when keeping track of what comes off first and acts EXACTLY like armor for purpises of reist and soak.

Harden skin does not protect against nerve pinch or stun strike because it does not harden your head thus it does not act like a helmet.
It only acts like body armor.

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Question

Post by Nelkie »

The numbers of reopable armor points if harden skin is done this way.

9 points from utlize armor for a master warrior
2 points from knight or barbrain
2 points maybe from costume bonus

total: 13 max repopable armor points

The curent max is 8.

Just don't let a warrior rest for 5 minutes or they become some what dangerous again
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Post by Peace420 »

OK so just for clarification

Life - diminishes with damage, last soak to diminish, offers no protection for any non damage calls, must be healed.

Harden Skin - diminishes with damage, first soak to diminish, offers protection from poison and disease as long as you still have harden skin points, vorpal calls bypass harden skin, harden skin points return after a period of 5 minutes where no harden skin was lost.

Armor - diminishes with damage, diminishes after all harden skin but before life, offers protection from all poison and disease, also offers protection from stun if a helm and nerve pinch for body parts covered both as long as you still have armor pts, vorpal calls bypass armor, must be repaired by a craftsman.

Seems kinda backward that harden skin comes off before armor though.
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Post by GM_Chris »

It is bonus armor that is all.

Yes that is 13 points assuming that the warrior is wearing heavy armor.

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Post by Dallid »

Yeah, why does Hardened Skin come off after armor? It sounds like it represents the warrior's skill in battle - that he can make his armor work better and longer than those without the Hardened Skin ability.

But that's Utilize Armor. And you still have Hardened Skin even when not wearing actual armor.

I'd think Hardened Skin should just add costume points. Costume points protect against poison and disease, but not stun strikes, vorpal, or nerve pinch. That matches up with Hardened Skin's description, except it comes off after armor.
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Post by Peace420 »

Very good point Doug.

Chris I left my decoder ring at home today, Harden Skin can't be exactly like armor since it doesn't protect from stun and nerve pinch.
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Post by GM_Chris »

I was saying that it would protect against nerve pinch or stun stike since harden skin would not be like wearing a helmet. Without a helmet you are suseptable to both nerve pinch and stun strike.

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Dough

Post by Nelkie »

Dough,

I believe FH is trying to simplify the rules and that there is only three or four type of life/armor we need to take care of.

The name harden skin probly has to be changed to something like combat reflexs, or dodge to better describe it. You just are that good in battle you can get out of the of a couple blows.
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Post by Dallid »

No 'h' in 'Doug', and how does my suggestion add complication?

The point is moot, though, if Hardened Skin is just additional armor points. However, it's still a different kind of armor that must be tracked seperately since it self-repairs.

But I still don't see how Hardened Skin armor can come off before regular armor. Yes, it'd be cool for the repopable armor to take the damage before the nonself-repairing, but it just doesn't seem explainable (role-playable).
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Post by GM_Chris »

Good point Doug can you come up with a name that does make sence Rp'ing :)

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Post by WayneO42 »

Wait, Hold it. This isn't what I thought we agreed on for Hardened Skin. I think it should be healed just like life points and come off after armour. The warrior has the special ability of being able to re-pop their own hardened skin with a five minute rest. So in effect, the warrior gets a limited regeneration (They are regaining lifepoints by resting). I think it is just as cool that way and is FAR less confusing. Really, its more like an adreneline boost.
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Post by Kidwynn »

Ok, after looking at this thread a bit today. I really like what Wayne is saying about harden skin. It totally makes sense.
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Post by Dallid »

The whole thing about regenerating armor on top of regular armor is tha it DOESN'T make sense no matter what you call it or how you try to explain it (at least, I certainly can't find a way).

Regenerating (and healable) life points that come off after armor and costume does make sense. But that begs the question - how much are these 'life points' like standard life points.

Do they work with vorpal damage? Kinda seems like they should.

Can they be spent to activate abilities? Maybe. Having repoping life to spend on abilities may seem powerful, but, hey, Healers all ready have a four minute repop on life points. :P However, have to take into account the extended life-point pool Hardened Skin provides to a character. It'd allow for a larger number of ability uses than a similar character without Hardened Skin.
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Post by GM_Chris »

Well looks like we have more discussing to do because I think it is easier than having all these different things.

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