Armor as DR

Ettes Eternal uses “Armor-as-Damage-Reduction (DR)” which is different from many other D&D-like systems.. Every piece of armor, shield, and material has a Damage Reduction (DR) value that reduces your damage from each hit by that much, even down to taking 0 damage! This means that Armor no longer represents an abstract chance to not take damage (like AC or THAC0), but simply a direct reduction of any damage you take. This meshes better with the way combat works, rolling against your own stats rather than against enemies.

Armor Categories & Properties

The following is a table of the amount of DR you gain from Armor at each Class Tier, ignoring bonuses from materials and enchantments, as well as the penalties to Skills the armor applies. Listed penalties are applied Agility, Thievery, Spellcasting, and Athletics

Light ArmorMedium ArmorHeavy Armor
Penalties0-10-20
Apprentice234
Journeyman345
Expert456
Master567
Legendary678

Shields

CategoryDR BonusBlock RollPenalty*
Small Shield+1-100
Large Shield+2+0-5
Tower Shield+3+10-10

*Applied to Athletics, Agility, and Thievery while carrying OR wielding the shield.{Level÷2}

Armor Materials

Most armor will be created out of basic materials; Cloth, Leather, and Metal. Ettes Eternal provides you some example “special materials” that you can craft any type of armor out of that lets you customize your armor in unique ways, as well as increasing the DR value of the Armor!

All armor materials can be used for any armor type (Light/Medium/Heavy); you can have Metal Light Armor just as easily as Cloth Heavy Armor (kind of weird, but it’s high fantasy…)

Bring Your Own Materials

You are both welcome and encouraged to tinker with this materials system! We would not suggest going above +2 on DR, but bring your own ideas for materials for armor, and give them a special property. Scaling-wise, try to match power levels to the DR bonus, and anything that does damage should do {Level÷2} or {Level} damage for scaling and balance purposes.

Metal Materials

MaterialDRSpecial Property
Wrought Iron+0Heavy Impact - your melee attacks knock enemies back 1 hex on critical hits
Steel+0Spark Strike - melee attackers take {Level÷2} fire damage when they hit you
Mithril+1Phase Touch - once per day, become incorporeal for 1 round
Adamantine+2Shockwave - when you get crit, attacker must choose: be knocked prone, drop weapon, or suffer {Level} damage

Leather Materials

MaterialDRSpecial Property
Blood Leather+0Blood Absorb - heals {Level÷2} HP whenever you kill an enemy in melee
Studded Leather+0Ricochet - ranged attacks that miss you have 50% chance to hit random nearby enemy
Hide Armor+1Feral Scent - animals must make Willpower checks to attack you
Dragonhide+2Breath Echo - once per day, exhale damaging breath attack in 3-hex cone

Other Materials

MaterialDRSpecial Property
Bone Armor+0Bone Spikes - grow temporary bone weapons from your armor
Scale Mail+0Mirror Scales - redirect one targeted spell per day back at the caster
Chitin+1Carapace Burst - once per day, violently shed outer layer, all adjacent enemies take {Level÷2} damage
Ironbark Wood+2Living Fortress - once per day, sprout protective barriers that grant all allies within 3 hexes +2 DR for one round

Weapons