Help - Search - Members - Calendar
Full Version: dermal armor
Dumpshock Forums > Discussion > Shadowrun
Pages: 1, 2
less_than_vince
First of all, sorry for my english, not my first language.

I've just finish the first reading of the book. We have'nt play for now, but the dermal armor protection seem a little....irrealist. A dermal armor level 2 is'nt harder than a leather jacket!!.

In 3rd edition, that was cool, each point of armor would have reduce the attack by his rating. But now, a dermal armor level 2 only give you 2 dice (only 2 chance by dice to hit).

I know the armor raise the possibility of an attack to be stun damage, but to be less effective than a leather jacket!!! Would you put under your skin an armor so weak??

Also, why putting two armor, if they don't stack but gives you penalty for encumbrance?



ornot
I'll address your last point first, as that's the one I think I understand most.

As armour has both ballistic and impact ratings, one could wear two armour types with radically different ballistic and impact ratings and gain the highest rating of each. There isn't a great deal of utility in wearing multiple layers of armour though, it's true.

As for dermal armour, it allows you to improve your resistance to damage, even while naked, and has no negative impact on your agility. IIRC it does stack with worn armour, allowing you to boost your resistance to damage. I suspect levels of dermal armour are capped for game balance reason. If it were available at ratings much higher then it could render characters nigh invulnerable, and it wouldn't be unreasonable to expect some kind of encumberance penalty.

In my experience players will always choose orthoskin over dermal armour anyway, as it is less obvious and has a lower essence cost.
less_than_vince
Your right, you can wear two armor to benefit from impact or ballistic, I have'nt think about that.

Othorskin is also a little more useful than dermal armor. I'm sure it's a balance issu, but you must agree that dermal armor was more powerful in the third edition. A armored jacket was 5/3, now it's like 8/6, before you need to roll for hit.

The dermal armor use the same rating, but you need to roll it. So, if your naked, even with the level 3 dermal armor, you roll 3 dice. Imagine with level 1 or 2.
No armor or dermal armor, it's praticly the same.

knasser
Dermal plating adds to worn armour. The text says something like "confers an additional bonus to both ballistic and impact armour."

Agreed that Dermal 3 is not the best use of 1.5 essence points, but if you had them spare anyway, it's not a waste. And it's cheap at 5,000 nuyen.gif a point (that's like 1BP per extra point of body) and at those prices, you could even conceivably justify going alphaware and bring the essence cost down a bit if you needed to.

Besides, not everything has to be a good deal for your character. Sometimes a GM just needs to beef up some gangers.
Jaid
actually, 3rd edition dermal armor added to your roll as well, it didn't work like worn armor iirc.

in any event, keep in mind that dermal armor does not count towards encumbrance, and provides both ballistic and impact armor, whereas a leather jacket gives only 2 impact armor iirc.
less_than_vince
You're right.
I just feel that plates under your skin should be more effective than othorskin.
Thanks for answer
Luddite
I have little to add, other than the fact that I love the phrase "night invulnerable."

How many layers of dermal armor would it take to be the Tick?
FriendoftheDork
QUOTE (Jaid)
actually, 3rd edition dermal armor added to your roll as well, it didn't work like worn armor iirc.

in any event, keep in mind that dermal armor does not count towards encumbrance, and provides both ballistic and impact armor, whereas a leather jacket gives only 2 impact armor iirc.

Actually, Leather jacket in 4th ed gives 2/2 armor.

Nonetheless, remember that someone with any kind of dermal armor or orthoskin resists flechette, gel etc. ALOT better. With the errata, with lvl 1 you have basically 6 armor vs flechette (modified)!

Even despite this, saying that 1 armor is nothing amounts to saying that body 5 and body 6 is the same. It's not, every die counts.

A sammie with armor jacket, helmet and lvl 3 dermal armor has 12 ballistic rating, which means just about any shot is converted to stun. You still go down, but you heal in matter of hours instead of days, and you don't risk death unless your team loses the fight.

That said I would always go for wired reflexes and muscle toner/augmentation before purchasing orthoskin or dermal armor.
TheOOB
Heck, if you wear an armored jacket, a helmet, and have dermal plating 2, you may never take physical damage from gun fire again, and if you do you're still rolling 11 + body dice for damage resistance agienst guns which is enough to significantly reduce, if not outright negate most small arms fire.

In a vacum, dermal plating isn't very good, 2 dice of armor isn't very good alone, but when combined with other armor it just makes you that much more invincible.
X-Kalibur
I'm personally waiting for dermal sheathing with ruthenium to make a reappearance.
lorechaser
QUOTE (FriendoftheDork)
Even despite this, saying that 1 armor is nothing amounts to saying that body 5 and body 6 is the same. It's not, every die counts.

Ayup.

That's like saying "Well, a smartlink is only 2 dice. Not worth it. And a reflex recorder is only 1. Not worth it. Muscle toner? Only 2. Ignore." wink.gif

It's not the be all end all.

But it's a difference. Heck, the difference between body 3, armor 0 and body 3 armor 2?

The odds of getting 2 or more hits with 5 dice is 54%. With 3 is 22%.

So you're 30% more likely to get 2 or more hits, which is a good bit.
Demerzel
I get ~26% for 3 dice with a threshold of 2.
odinson
Odds would be 2/9. Thats like 22.2%.
Demerzel
You're close. The odds of exactly 2 hits on 3 dice without rule of 6 is 2/9. However to beat a threshold of 2 you can get 3 successes, and still beat the threshold. There is a 1/27 chance of getting 3 hits on 3 dice.

So the 2/9 = 6/27 for exactly 2 hits
Plus the 1/27 for exactly three hits
equals 7/27 ~.259 ~25.9%

Lorechaser accounted for the possibility of getting 3, 4 and 5 hits when he gave the probability for 5 dice with a threshold of 2.

See this thread for some nice probability charts:
http://forums.dumpshock.com/index.php?showtopic=16917
less_than_vince
You're all right.

But like one of you said it, in a vacum, a dermal armor is'nt really tough.
Combine it with an other armor, and yeah, you can be REALLY tought.
But dermal armor 2 = leather jacket (2/2)
So, «hard plastic and metal fiber plats» in 2070 are no more powerfull than a leather jacket (in plain number).

Ok, it don't count as a layer of armor (yeahhh!!!).
bibliophile20
QUOTE (less_than_vince)
«hard plastic and metal fiber plats» in 2070 are no more powerfull than a leather jacket (in plain number).

But who knows what they feed the cows that they make that leather out of. biggrin.gif
TheOOB
Well, a leather jacket provides external protection while dermal armor's protection doesn't matter until after the attack has allready hit your body. Sure leather isn't as tough as dermal plating, but leather jackets primary defense doesn't come from it's hardness, it comes from deflection or catching the attack. A bullet in flight is quite fragile, a sheet of cardboard could easily be enough to deform a bullet and cause it to veer off course a little. When the bullet hits your leather jacket the jacket doesn't stop the bullet, but instead changes it's velocity, reducing the chance of a direct hit.

Dermal plates are harder, and thus absorb more kinetic energy, but a leather jacket is external, and thus difuses some of the kinetic energy before it even gets to your body.
Tomothy
QUOTE
Heck, if you wear an armored jacket, a helmet, and have dermal plating 2, you may never take physical damage from gun fire again, and if you do you're still rolling 11 + body dice for damage resistance agienst guns which is enough to significantly reduce, if not outright negate most small arms fire.
Add to that the Troll's natural armour and then 2 points of mystic armour for being an adept and you're laughing.
TheOOB
QUOTE (Tomothy)
QUOTE
Heck, if you wear an armored jacket, a helmet, and have dermal plating 2, you may never take physical damage from gun fire again, and if you do you're still rolling 11 + body dice for damage resistance agienst guns which is enough to significantly reduce, if not outright negate most small arms fire.
Add to that the Troll's natural armour and then 2 points of mystic armour for being an adept and you're laughing.

Ironically it seems that in shadowrun the more dice you allready have in your dice pool, the more valuble each die becomes. With a small dice pool an extra die or two increases your chance of succeeding by a small amount, with a large dice pool each die increases the chance you will critically succeed.
Jack Kain
Imagine,
Troll Body 9 (I don't see myself every paying the cost for a body of 10)
Full Combat Armor+ Helmet (total 12/10)
Dermal Armor Rating 3
Bone Density Rating 4


Now that is a guy you pull out a PAC Cannon to take down.
TheOOB
QUOTE (Jack Kain)
Imagine,
Troll Body 9 (I don't see myself every paying the cost for a body of 10)
Full Combat Armor+ Helmet (total 12/10)
Dermal Armor Rating 3
Bone Density Rating 4


Now that is a guy you pull out a PAC Cannon to take down.

Or a manabolt
Tomothy
I built a troll runner that would start with:

Body 9
Bone Density Rating 2
Bear Mentor Spirit
(13 dice for damage resistance)

Natural Armour
Orthoskin Rating 2
Mystic Armour 2
Armour Jacket
(14 dice for armour)

Reaction 5 (7)
Improved Reflexes 2
Gymnastics (Dodging) 1 (+2)
Synthacardium Rating 3
(13 dice for gymnastic dodge)

Not to mention platelet factories to reduce damage should the unfortunate ever happen. Unfortunately he's not quite as good against magic, but that's what you have a mage on the team for right?
Glyph
Yeah, but with the Bear mentor spirit, I assume he's a mystic adept, with at least one point towards his mage side. So there's nothing stopping him from taking the counterspelling skill for spell defense - add a counterspelling focus and a specialization, both for combat spells, and you'll be shrugging off manabolts as easily as you shrug off pistol rounds.
Tomothy
He was actually just a normal adept, but by dropping a point of edge (from 4 to 3) I can easily make him a mystic adept and change one of his skills to counterspelling, which I think I might do.

Is it viable to make a mystic adept who split magic 4/2 (adept/mage) and then had his spell casting side burned for cyber/bioware? If so, is it still ok to give him counterspelling? nyahnyah.gif
Ravor
Well I'd rule no, if the Mage part of his Magic was burnt, then so was his Counterspelling. *winks*
knasser
QUOTE (Tomothy)
I built a troll runner that would start with:

Body 9
Bone Density Rating 2
Bear Mentor Spirit
(13 dice for damage resistance)

Natural Armour
Orthoskin Rating 2
Mystic Armour 2
Armour Jacket
(14 dice for armour)

Reaction 5 (7)
Improved Reflexes 2
Gymnastics (Dodging) 1 (+2)
Synthacardium Rating 3
(13 dice for gymnastic dodge)

Not to mention platelet factories to reduce damage should the unfortunate ever happen. Unfortunately he's not quite as good against magic, but that's what you have a mage on the team for right?


I do the GM shudder, now.
Eryk the Red
They've got antibiotics for the GM shudder now, you know.

I've given up on the shudder now, personally. I figure, players like to have characters who are the best at something. My group has a rigger who is a driver savant who is also damn near impossible to hit in combat, because she's so quick. We've got the invincible troll. He doesn't have 27 dice to resist damage yet, but we're getting there. (The full body armor went a long way.) Solution? Come at them a different way. Invincible troll in scary body armor? I'm not going to stand behind a bench plugging away ineffectually at him while he marches at me, blowing away my buddies. I'm going to keep my head down and yell to the mage, "Geek the troll!"

I've noticed that our inner munchkins come out when we play Shadowrun, even for the "serious roleplayers". So I embrace it. Within reason. (Everyone's got limits.)
DigitEyez
QUOTE (Tomothy)
I built a troll runner that would start with:
...
Gymnastics (Dodging) 1 (+2)
Synthacardium Rating 3
(13 dice for gymnastic dodge)

Seeing that the average height of a troll (based IMO on the average body & strength) is 2.5 meters this one, with body 9 and probably considerable strength too will most likely end up being a lot bigger.

I'm just wondering... Where in the world will this bulging troll find enough room to do his, bullet dodging back flips?
Jack Kain
QUOTE (DigitEyez)
QUOTE (Tomothy @ Apr 9 2007, 02:00 AM)
I built a troll runner that would start with:
...
Gymnastics (Dodging) 1 (+2)
Synthacardium Rating 3
(13 dice for gymnastic dodge)

Seeing that the average height of a troll (based IMO on the average body & strength) is 2.5 meters this one, with body 9 and probably considerable strength too will most likely end up being a lot bigger.

I'm just wondering... Where in the world will this bulging troll find enough room to do his, bullet dodging back flips?

Oh that score a DM points saying Trolls are to big and talll to make dodge rolls.
Thats WORSE then any cheep munchkin build a PC can come up with.
Try something simpler.

Like Synthacardium adds its bonnus to all athletics tests NOT all athletics skills so it doesn't apply to dodging.

Or perhaps the modified skill rating can't exceed the base skill rating x1.5. Thus you with a gymnastics of 1 you can't benefit from Synthacardium rating 3.
ornot
I personally wouldn't allow dodging as a specialisation of gymnastics. It's not in the list in the book, and it seems very munchkiny to me. But then some of the specialisations listed are bloody silly (semi automatics for the pistols skill, when there are only two or three handguns in the book that aren't semi autos. Rather too broad IMO. I'm inclined to restrict it to a make of gun).
Tomothy
ornot: In terms of gymnastic specialisations I could've just made it any other kind of gymnastics (ie tumbles) and said his gymnastic dodge takes the form of tumbling. I just figured the times Im going to be using his gymnastics is when I need to dodge so why not be honest about it.

Jack Kain: With your first point I can see what you're saying legalistically speaking, but that's not how I'd rule it. The second point I didn't know about, but I'd still be getting plus 2 (1.5 rounded up) and I'd get another point of gymnastics when I could and then it wouldn't be an issue.

At the end of the day it was just an exercise in min/max though. I probably won't ever get a chance to use him as I don't know anyone that plays and if I did I'd play a mage instead. nyahnyah.gif
TheOOB
As a GM I wouldn't allow you to reduce the effective magic for your adept or magician abilities below 1 unless both are allready at one.
Glyph
I would do the same, as well as ruling that you need a Magic rating (dedicated to the mage side) of at least 1 to use counterspelling.



But on the flip side, I disagree with both of the proposed gimps of synthcardium. First of all, gymnastics dodge IS an athletics test. Second of all, synthcardium gives a dice pool bonus, instead of modifying the skill, so it is not limited to skill x 1.5. House rule either way if you feel you must, but I hope you let the players know beforehand, so they can adjust their characters before the campaign begins.

But that will hurt the sammies more than it will hurt the adepts, who will still have the far more advantageous Combat Sense power.
DigitEyez
QUOTE (Jack Kain @ Apr 9 2007, 08:58 AM)

Oh that score a DM points saying Trolls are to big and talll to make dodge rolls.
Thats WORSE then any cheep munchkin build a PC can come up with.
Try something simpler.


I didn't say there were too big and tall to make dodge rolls. I said I'd like to see them try bullet dodging back flips in close quarters. Of course they still can use the skill but I will give modifiers when I feel like there is little space to dodge. And I'm not racist, I'll do the same thing for the rest of meta-humanity, its just that dwarves are so much less likely to find themselves in places were they have difficulty dodging.

And it isn't WORSE, its more realistic. Plus trolls have enough Body to more compensate for being the ones that dodge with a negative DP modifier when they get trapped.
QUOTE (SR4: page 151)
Gymnastic Dodge: ... may add Gymnastics skill to their dice pool against either ranged or melee attacks.

QUOTE (SR4: page 339)
Synthacardium: ... adds its rating as a dice pool modifier on all Athletics Tests.

So the Synthacardium doesn't help dodging. I'm not sure about the implications of "add Gymnastics skill to their dice pool" but back on topic...

If you feel Dermal Plating is too weak you might reuse a spin-off of the SR3 layering armor rule.
Multiply the Dermal Plating Ballistic and Impact Armor Rating by 2. Then apply the layering armor rule when ever the character uses additional armor.

Rating 3 Dermal would get a character 6/6
while the same character wearing a Armor Jacket (8/6) would get the regular 11/9 armor ratings.
It takes away some realism and might make Dermal Plating too powerful, though...
snowRaven
In SR3, Dermal Plating didn't give Ballistic and Impact armor, it just added dice to your body, and Orthoskin gave lower bonuses IIRC.

Dermal Sheathing, however, added both to Body and a little Armor Ratings.

If anything, the bonus to armor in SR4 is better than in SR3.
lorechaser
QUOTE (DigitEyez)
I didn't say there were too big and tall to make dodge rolls. I said I'd like to see them try bullet dodging back flips in close quarters. Of course they still can use the skill but I will give modifiers when I feel like there is little space to dodge. And I'm not racist, I'll do the same thing for the rest of meta-humanity, its just that dwarves are so much less likely to find themselves in places were they have difficulty dodging.

Trolls pay extra for that extra body, in terms of metatype points, and suffer some serious drawbacks already.

Besides, as soon as you tell me that you're going to give penalties for size for that, I explain that my troll works with martial artists. When bullets begin flying, he drops flat to the ground quickly, and then springs back up. If people fire at him on the ground, he jumps and twists. He doesn't take up any more space than he normally does. Alternatively, the magic in his system has made him just flat out denser, and his muscles are extremely ropy and wiry and toned, not big. His high body represents a tremendously healthy lifestyle.

There are no size mods in SR. Because otherwise, people take a penalty to shoot dwarves (they're smaller - harder to hit, right?), get big bonuses to shoot trolls (bigger target!), trolls get a bonus to smash doors above their strength (they're big, right?), etc.

The fact that trolls have problems dodging in small spaces is represented by the fact that they have a lower max Agi cap. That's all it needs to be represented by, or you get in to far far too many issues.

Demerzel
If you're using Gymnastics dodge, no matter who you are you need space, and a troll needs more.

Dodge skill I interpret like you say, turning sideways, small moves, minor anticipations, etc. But I'm of the opinion that Gymnastics dodge should be flashy and require space, for anyone, and as a result more for trolls...
lorechaser
Do you get bonuses to gymnastics if you play a short, slender character? I'd be willing to take the neg. quals Anorexia and Bulemia if it meant I got a +2 to dodge....

ornot
Sure, but Anorexia and Bulemia restrict your Body and Strength, and you suffer fatigue penalties after fasting or purging, and low self esteem penalties after binging.
Demerzel
No, you don't get a bonus, but you require less space to use Gymnastics. I'm not saying to give less dice to them because they are a troll, I'm saying that they can only Gymnastics dodge if they have the space, and a Troll requires more than a Human requires more than a Dwarf.
DigitEyez
I'm talking, as Demerzel points out quite nicely about situational modifiers. I would also give a troll a harder time getting into a ventilation system. Are you going to give me a hard time about that too?

I haven't spoken about bonuses but since we're on the subject... yes, I give bonuses for size too. It's, for instance much easier to reach a 3 meter ledge for a troll than it is for any other meta-type and intimidation is a lot easier when you're big and strong (yes the last one is mentioned in the book)

But if I were to follow the book you wouldn't like to play a troll because they are relatively the weakest meta-type. According to the Lifting and Carrying rules mentioned on page 130 they can't even lift themselves unless they have a very strong Body and Strength (say both 10) and get a lucky throw (say 10+ hits) and the hulking giant weighs only 300kg, which is only the average weight.
bibliophile20
QUOTE (DigitEyez)
But if I were to follow the book you wouldn't like to play a troll because they are relatively the weakest meta-type. According to the Lifting and Carrying rules mentioned on page 130 they can't even lift themselves unless they have a very strong Body and Strength (say both 10) and get a lucky throw (say 10+ hits) and the hulking giant weighs only 300kg, which is only the average weight.

Don't forget that that's carrying additional weight, not their own body weight, and that there's some logic in there--i.e. the whole body weight/limb size ratio or, more famously "Why a giant ant/beetle/spider/etc would simply collapse and snap their limbs off because of their own weight."

but your point on trolls being the "weakest" metatype has a point from a certain POV--in terms of a body mass/lifting capacity ratio, they certainly have the lowest, while dwarfs would have the highest. However, that being said, the argument is rather pointless, because the differences in the ratios, while there, are quite pointless in normal usage, because the troll is *so* much larger than a dwarf that the effect gets swallowed by the comparative differences in their body weight.

Or, to put that last bit simply, yes, pound for pound, a dwarf can lift and carry more than a troll. But your average troll could pick up and carry that dwarf *and* his full payload without a problem.
DigitEyez
QUOTE (bibliophile20)
Don't forget that that's carrying additional weight, not their own body weight, and that there's some logic in there--i.e. the whole body weight/limb size ratio or, more famously "Why a giant ant/beetle/spider/etc would simply collapse and snap their limbs off because of their own weight."

That's also because of their exoskeleton which doesn't scale well.

By lifting I mean Pull-ups. And I think its weird to assume everyone can do those...
And even so, I think its totally weird that one troll couldn't lift another. Anyway, my point was that some rules that are in the book should be changed while others that are not in the book should be added to make for a more realistic system without complicating it much.

There are rules for driving in enclosed space but there should also be for gymnastic dodging and trolls should be able to lift way more that they do now.
Tomothy
Have you watched any martial arts movies with people dodging acrobatically in close quarters? Rolling? Wall-jumping? Granted it would be a little odd to see a Troll doing this but that's why he has the skill. If he was in a tiny room that he pretty much filled then I guess it would be harder (just as it would be hard for anyone to do a backflip in a box), but unless you're fighting in a vent or a dwarf warren I think it's getting a little pedantic.
Demerzel
Well, clearly you don't understand the meaning of the word pedantic.
bibliophile20
QUOTE (Demerzel)
Well, clearly you don't understand the meaning of the word pedantic.

No no no no... you said it wrong.

"You keep using that word. I do not think it means what you think it means."

grinbig.gif
Denicalis
QUOTE (bibliophile20)
QUOTE (Demerzel @ Apr 10 2007, 11:43 PM)
Well, clearly you don't understand the meaning of the word pedantic.

No no no no... you said it wrong.

"You keep using that word. I do not think it means what you think it means."

grinbig.gif

INCONCEIVABLE!

I wonder if he is using the same wind we are using.

As for dermal armour, I always saw it as a thickened skin. It was never a really uber-durable armour in my eyes. It was more like a toughening, rather than a real honest-to-god armour system.
Tomothy
QUOTE (dictionary.com)
2. overly concerned with minute details or formalisms
DigitEyez
QUOTE (Tomothy @ Apr 10 2007, 08:42 PM)
If he was in a tiny room that he pretty much filled then I guess it would be harder (just as it would be hard for anyone to do a backflip in a box), but unless you're fighting in a vent or a dwarf warren I think it's getting a little pedantic.

I agree to disagree. If a troll was fighting in a vent I'd ask how the hell he got there in the first place and would give a hefty DP mod on dodge. If on the other hand he was fighting in small (human) sized room I'd probably give him -2 DP mod.

@Denicalis: It says Dermal Plating, that at least sounds more rigid than the rating it gives. With the rules I posted earlier in this thread you could make it more useful when weaker types of armor are worn while keeping it the same for stronger armor. Although it is extra rules again...
Tomothy
QUOTE
As for dermal armour, I always saw it as a thickened skin. It was never a really uber-durable armour in my eyes. It was more like a toughening, rather than a real honest-to-god armour system.

And yet this sounds similar to Orthoskin which has the same effect for less essence...
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012