There are four kinds of attacks in my battle system. Thrust, Chop, Cut, and Blunt. All armor has five stats: TAr, ChAr, CAr, BAr, and SDC (as well as minuses to strike and parry for wearing it). Each “Ar” stat tells the armor’s resistance to that type of attack. If an opponent attacks and rolls under the armor rating the player with armor take no damage. However the armor itself only takes damage if the player rolls over half the Ar. Halves are always rounded up. Lets look at an example.
Player A has three pieces of armor:
Iron Helmet: TAr 1.5, ChAr 1, CAr 2, BAr .5, SDC 14
Hard Leather Chestpiece: TAr 2.5, ChAr 3, CAr 3.5, BAr 3, SDC 30
Hard Leather Greaves: TAr 1.5, ChAr 1.5, CAr 2, BAr 1.5, SDC 20
All theses are added to make the complete suit:
TAr 5.5, ChAr 5.5, CAr 7.5, BAr 5, SDC 64
All “Ars” get a +4 to make up for missing in the strike scale and all .5s are now rounded up. Lets see what the final result is.
TAr 10/7: Thrust attacks of 10 and lower hit armor. Attack rolls of 8 to 10 cause damage to the armor.
ChAr 10/7: Chop attacks of 10 and lower hit armor. Attack rolls of 8 to 10 cause damage to the armor.
CAr 12/8: Cut attacks of 12 and lower hit armor. Attack rolls of 9 to 12 cause damage to armor.
BAr 9/7: Blunt attacks of 9 and lower hit armor. Attack rolls of 7 to 9 damage armor.
SDC: 64 a total of 64 points of damage can be absorbed by the armor. All “Ar” totals (above) go down by 3 when this reaches one half (32) sdc. Thus at half sdc the armor wound be this:
TAr 7/4 (now that the armor is damaged it is not strong enough to resist further damage)
ChAr 7/4
CAr 8/5 (the armor can still resist a few cuts)
BAr 6/4 (the armor is almost useless against blunt attacks)
Thus the more armor you have on the less you notice the deterioration of its quality during battle. Off course once the sdc is totally gone the armor is useless.