What I meant with that table, is that whenever one rolls to hit, he consults the armor table to see how many wounds he has inflicted with the amount of passed hit rolls. He needs to score more hits against heavier armors.

# Armor Mechanics in turn-based rpg combat

I find that article incomplete. Unless you only look at D&D type of games.

There are many more ways of armor to be applied in games (especially computer games).

It's applying a basic formula. Or combinations of these formula's.

I could gather quite a lot of examples.

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Try to put your mechanic in (a) formula(s).

And there is use of table's. Post them too.

1 complete summarized story.

With 2D6, you know the chances shift, right?

You say that there are 6 options. I am curious what you have now.

(The only random that I apply these days is hit chance)

Actually, what I meant with shift (sorry for my incomplete vocabulary), was the different chance distribution amongst what a player could roll.

For 2d6:

Chances to roll a ##

2 or 12 is 1 out of 36

3 or 11 is 2 out of 36

4 or 10 is 3 out of 36

5 or 9 is 4 out of 36

6 or 8 is 5 out of 36

7 is 6 out of 36

Chances to roll a ## or lower

2 is 1 out of 36

3 is 3 out of 36

4 is 6 out of 36

5 is 10 out of 36

6 is 15 out of 36

7 is 21 out of 36

8 is 26 out of 36

9 is 30 out of 36

10 is 33 out of 36

11 is 35 out of 36

12 is 36 out of 36 (100% certainty)

The chances are not adding up linear or are constant like with just 1d6.

You could even create a:

Chances to roll between ## and ## are, or

Chances to roll ## to ## are...

for 2d6

2d6 is easy, but I once calculated the basic chances for 3d6 and higher.

Other dices can be calculated as well.

Personally I see these chances as score points. For a well balanced game, you could use a formula where these score points take part in. Together with other statistics.

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Leather Armor | 1-2 |3-4| 5-6| 7-8| 9-10|11-12

That "1" in the front. How do you roll that if you add up the dice? If it is meant to be, than I am obviously missing something.

No, I am not suggesting to use 3d6. Sorry about that.

2d6 is fine. All you need to know is that a roll gives different results. Meaning that rolling a 2 has a lower chance than rolling a 7.

You do add up the dice, right? So throwing a 3 and a 4 is 7. If not, the rest of this post seems to be meaningless.

What I mean by score points is that each roll has it's own score in the total picture.

When you roll anything, that chance is 36 out of 36.

When you roll a 4, you could roll 1+3, 2+2, 3+1. That chance is 3 out of 36.

A lower chance in hitting means that a weapon is worth less. The same goes for armor as well. A lower chance in blocking means that a armor is worth less.

So if an armor needs to roll anything to block 1 damage. Than that armor is worth 1 x 36 = 36 points.

But if an armor needs to roll a 4 to block 12 damage.

Than that armor is worth 12 x 3 = 36 points.

Both armor are equal, their score is equal. But one has a low chance and high blocking while the other vice versa. With this calculation you can see that the armor effects will be statistically equal after 36 throws. And so are the damage effects with 12 damage or higher.

In my games, I use 1d6. When a unit has an accuracy of 4. The chance of the weapon hitting is 4/6th. Now if a 100% weapon has 300 score points, it would only be 200 after applying the chance.

***

But you are using 2d6 and a table, which is fine and you still can work with it:

These are the scores for each throw:

any Armor....| 1-2 |3-4| 5-6| 7-8| 9-10|11-12|

Score points | 0-1 |2-3| 4-5| 6-5| 4- 3| 2- 1|

Now then, if you apply how much they block, you would be posting something like this in your manual, right?:

Leather Armor | 1-2 |3-4| 5-6| 7-8| 9-10|11-12|

Damage reduct.| 0-4 |3-3| 2-1| 0-0| 0- 0| 0- 0|

When looking at the score points. We can decide how much that leather armor is worth compared to other armors.

---> I am going to play now with the numbers. You might find it weird. But this is how I usually test some games in RTS land. ;)

If you want to, I can do these calculations on the true values that you apply.

But other than that, you might ignore these.

From this point onwards only calculations.

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Leather armor:

Damage reduct.| 0-4 |3-3| 2-1| 0-0| 0- 0| 0- 0|

Score..points | 0-1 |2-3| 4-5| 6-5| 4- 3| 2- 1|

Total..points | 0-4 |6-9| 8-5| 0-0| 0- 0| 0- 0|

Adding these up gives 4+6+9+8+5 = 32.

Now, if the damage that another player does was only 3. You can also calculate the worth of the leather armor against that damage. After all, the maximum reduction is now 3.

Leather armor against 3 damage:

Damage reduct.| 0-3 |3-3| 2-1| 0-0| 0- 0| 0- 0|

Score..points | 0-1 |2-3| 4-5| 6-5| 4- 3| 2- 1|

Total..points | 0-3 |6-9| 8-5| 0-0| 0- 0| 0- 0|

Well, that gives a total of 31.

That is still very effective against leather armor. And instinctively it tells me already that leather armor was not meant to be used against damage 4. Since there is only 1 four in the table. The chance on completely removing the 4 damage is only 1 out of 36. While removing 3 damage completely is (1+2+3=) 6 out of 36.

Leather armor against 2 damage, we get:

Damage reduct.| 0-2 |2-2| 2-1| 0-0| 0- 0| 0- 0|

Score..points | 0-1 |2-3| 4-5| 6-5| 4- 3| 2- 1|

Total..points | 0-2 |4-6| 8-5| 0-0| 0- 0| 0- 0|

A total of 25. Now you can see that the leather armor is actually less effective against 2 damage.

For 1 damage we have only 15 points.

For 4 damage or higher we have 32 points.

Just where the 32 is found, in this case 31. There is an optimum.

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Now the same for Chain Armor

Chain Armor...| 1-2 | 3- 4| 5- 6| 7- 8| 9-10|11-12|

Damage reduct.| 0-6 | 5- 5| 4- 3| 2- 2| 1- 0| 0- 0|

Score..points | 0-1 | 2- 3| 4- 5| 6- 5| 4- 3| 2- 1|

Total..points | 0-6 |10-15|16-15|12-10| 4- 0| 0- 0|

Thus against 6 damage or higher. We have a total score of:

88.

Even though the damage is only 50% higher (factor 1,5 to that of leather) that can be reduced at tops.

The score tells us this armor is 175% better. (Factor 2,75 to that of leather)

Score against # damage:

1 gives 30 points. Factor 2 compared to leather.

2 gives 56 points. That is factor 2,24.

3 gives 71 points. That is factor 2,29.

4 gives 81 points. Factor 2,53.

5 gives 87 points. Factor 2,72.

Now to balance how much leather armors and chain armors there should be in the game. Since there is no "infinity" in number of units, you can do this.

Normally you also give score points to the weapons. And to balance you need to do matrix calculations.

But if we say, we only have weapons of:

6 times 1,

3 times 2,

2 times 3 and

1 times 6.

Then we get a score for leather armor of:

6 x 15 + 3 x 25 + 2 x 31 + 1 x 32 = 259.

And for chain armor we get:

6 x 30 + 3 x 56 + 2 x 71 + 1 x 88 = 578.

A factor 2,23 between these two.

Thus for every chain armor, you could put in 2,23 leather armor. A well balanced army with a good player has this distribution of armor when the distribution of weapons is fixed like above. So 9 leather and 4 chain in an army of 13.

If you only have 2 weapons:

2 times 2 and

1 times 4

We get

2 x 25 + 1 x 32 = 107

2 x 56 + 1 x 81 = 193

A factor 1,8 between these two.

That feels completely different now.

In that same army of 13, the most optimum would be 8 leather and 5 chain.

Well, I only implied these where examples.

And math is sometimes hard to get across.

Especially when we start calculating with chances (,combinations and permutations).

I will await your complete game.

So I guess the number of dice rolled in your example would be equal to the stat of the weapon and the table would be a comparison between strength of the weapon vs strength of armour?

The mechanic I am working involves one with standard armor damage reduction but each armour has a table they roll on (2d6, with 6 results possible) that you use to determine your armour points. So basically instead of either a saving or a static value ap, it's variable and each armour can have its own unique curve.