Armor Ratings Caps: Regardless of the amount of armor piled onto a specific character, clothing and armor can only protect a person so much from the many forms of physical protection. Certain spells and special effects may raise armor cap, but such bonuses will be specifically noted in the descriptions as a bonus to armor cap.
Cloth: 25%
Leather: 35%
Studded Leather: 40%
Chainmail: 45%
Plate mail: 50%
Armor Notes: Wearing an armor type that is not within class perimeters is allowed, but doing so will cut all accuracy and defense scores in half due to the unnatural fashion in which the armor would be worn with.
Calculating damage taken with armor is a fairly simple task that will be detailed below. Most often what is done is a user would take their soak value, subtract it against 1.00, and multiply the damage by the result in order to produce the true damage taken.
Joe the Magi has 25% Soak.
Bob the Warrior attacks Joe and hits him for 12 damage.
Joe would take .25 (25% Soak) subtracted against 1.00, and get .75. His armor soaks up 25% of the damage from Bob’s blow, leaving 75% of the remaining damage to be taken by Joe’s body and hit points.
.75*12= 9 damage taken from Joe’s hit points, with 3 points of the total 12 being negated thanks to the armor’s soak.
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