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Thread: Adamantine vs. Natural Armor
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2007-04-21, 09:33 PM (ISO 8601)
- Join Date
- Oct 2006
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- Palm Bay, FL
- Gender
Adamantine vs. Natural Armor
Playgrounders,
I was wondering that since natural armor bonuses do things like toughen a creature's hide, thicken its skin, etc. etc., why does it apply to adamantine or starmetal or other hardness-bypassing materials? Am I understanding the rules properly, and it's just a little bit of an inconsistency, or what exactly?Bwah-ha-ha-ha! Yes, I can hold. Yes, I would like to place an order for delivery. Aku. I think I'm in the computer. Yes, that's it. I'd like a large... uh? What? Extra thick! 30 minutes or it's free - excellent! Bwah-ha-ha-ha!
Campaign I'm in: Eressëa: Vóréa's Ruin. I play Culcullen, Antell Ranger and Druid.
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2007-04-21, 10:10 PM (ISO 8601)
- Join Date
- Dec 2006
- Location
- Michigan, USA
- Gender
Re: Adamantine vs. Natural Armor
Hurting things is a combination of how hard you hit (damage) and how well you hit (attack roll). Natural armor is difficult to hit well, the skin isnt so much thicker as its striated in a way to make it hard to hit meat.
Alligators have natural armor. Hurting one with a melee weapon isnt hard because they're like stone (hardness, DR), it's because their scale is hard to puncture (higher AC).Last edited by Diggorian; 2007-04-21 at 10:12 PM.
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2007-04-22, 07:58 AM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Kanagawa, Japan
- Gender
Re: Adamantine vs. Natural Armor
As the RAW stands Armour provides an Armour Bonus, but it generally not any Damage Reduction. The same applies to natural Armour. The idea is that Armour deflects Damage, rather than absorbing it. This is, of course, not an entirely satisfactory abstraction, which is why the Damage Reduction Variant Rules exist.
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