Natural 20s and Robotic / APS Metal Natural Armor Rating
Posted: Sun Jan 07, 2018 3:17 pm
HU2p210 mentions robots can have AR 17 maximum, though the reinforced pilot's compartment can have AR 19 and uses the "robot A.R. rules". I believe this refers to the "natural armor rating" on page 18, an expansion of the basic AR rules on page 17, as 18 says:
Page 66 also mentions NAR but doesn't specify robots.
Weird as it seems this appears to mean that a 1D4 damage human punch, if rolling a modified 20, can damage a pilot's compartment, or damage even the strongest robot on modified 18-20.
I figure bonuses do help with this, so someone with +1 to strike due to PP and no penalties, could damage the RPC on a 19 or 20.
I figure penalties similarly hinder this, so if someone rolled a 19 (normally enough to damage a robot with natural AR 17) that if they had -3 to strike, the modified 16 would not surpass the NAR and so they would inflict no damage.
Page 12 imparts natural 20s a special property. "A natural 20 never misses unless one's opponent also rolls a natural 20". I have no argument with this. But I will note that a lack of missing (a presence of hitting) is a distinct idea from surpassing AR. Being able to hit someone is not the same as surpassing their AR.
A second property of natural 20s is "A natural 20 also does double damage". This resembles text on page 65 which says "Critical strikes do double damage." A connection is then made between pg 12 / page 65, with the explanation "A natural, unmodified 20 is always a critical strike.". I figure this does not stack (otherwise x2 x 2 would be a x4 multiplier) and that a natural 20 being a critical strike is WHY page 12 says it does double damage, rather than it being critical on top of doubled.
Page 67's Death Blow does have a unique situation where you can damage someone with natural AR without surpassing it:
Far as I know this would not apply to vehicles or robots though since they are not alive.
Page 69 gives Jump Kick as an example of a Critical Strike: "The advantage of a jump kick is that it works as a critical strike"
I propose that being a critical strike and inflicting double damage does not mean guaranteed damage, and that the outcome of damage is still dependent on normal rules for doing so, such as surpassing AR.
Thus, a jump kick which is only 10 to hit, despite inflicting double damage due to being a critical strike, would not damage a pilot's compartment with NAR 19.
I also propose that if an attack is a critical hit due to a high natural number (for example an unmodified roll of 18, from hand to hand assassin 10th level) that this would also not be automatic damage. The unmodified 18 of an assassin would be a modified 20 due to the 1st level +2 to strike (or modified 22 from 12th's, or modified 24 from 15th's) so that would be enough to surpass the NAR 19 and damage the pilot's compartment... but penalties could possibly bring that down.
For example, page 33's "Drug Addiction"
A 10th level HTH assassin who rolled an 18 (a critical strike) who was then +2 -3 would be a modified 17 to hit, not enough to surpass the AR 19 of the RPC. So I believe even though he has a critical strike (which doubles damage) that he still inflicts no damage.
I posit that natural 20s operate the same way. They are critical strikes, they inflict double damage, but that damage in regard to Armor Rating still follows standard rules of being assessed in regard to modifiers (penalties) and it is the modified result which is compared against the Armor Rating.
Natural 20s indeed have a special property of "always hit" and "cannot defend except with natural 20" which no other critical strikes have. However, armor ratings are not defenses, not rolls, and are a separate set of rules compared to active defenses like parries, dodges and entangles.
The ability to always hit an overall target, is not, I think, a guarantee that your hit is necessarily one effective enough to surpass AR.
So I think for example, the untrained human who punches a Robot Pilot's Compartment with a natural 20, while he doubles his dice and inflicts 2D4, would only apply that damage so long as his net modifiers are not negative.
A -1 to strike makes a natural 20 a modified 19. This does not mean it can be dodged with anything other than a natural 20. Nor would a -16 to strike mean it would miss (despite it being reduced to 4, which is normally a miss, if MODIFIED) because the automatic hit makes missing and non-20 defenses impossible.
But I do think the "always hit" / "rarely defend" issue lacks language applying to AR. I believe since the -1 to strike = modified 19 results in tying the NAR 19 of the RPC, that this means the human will not damage the RPC.
Does anyone think otherwise? This is something I have pondered discussnig zombie NAR over on the Dead Reign forums but it has a wider scope than that game, and HU is something which comes to mind as something strongly affected by it because it has high ARs for robots where even small penalties can result in 20s being lower than it.
Outside bots/vehicles, I can see this applying to APS Metal (pg 247, AR 17 like the strongest bot) and Stone (251, AR 16) although these two might be vulnerable to SDC damage from death blows, which could be incentive for them to wear body armor, assuming you could design some big enough.
- Some forms of armor are vastly superior to simple body armor. Such armors include vehicle armor, robot armor, and Natural
Armor.
- a roll to strike that falls under the A.R. does hit, but inflicts no damage
Page 66 also mentions NAR but doesn't specify robots.
Weird as it seems this appears to mean that a 1D4 damage human punch, if rolling a modified 20, can damage a pilot's compartment, or damage even the strongest robot on modified 18-20.
I figure bonuses do help with this, so someone with +1 to strike due to PP and no penalties, could damage the RPC on a 19 or 20.
I figure penalties similarly hinder this, so if someone rolled a 19 (normally enough to damage a robot with natural AR 17) that if they had -3 to strike, the modified 16 would not surpass the NAR and so they would inflict no damage.
Page 12 imparts natural 20s a special property. "A natural 20 never misses unless one's opponent also rolls a natural 20". I have no argument with this. But I will note that a lack of missing (a presence of hitting) is a distinct idea from surpassing AR. Being able to hit someone is not the same as surpassing their AR.
A second property of natural 20s is "A natural 20 also does double damage". This resembles text on page 65 which says "Critical strikes do double damage." A connection is then made between pg 12 / page 65, with the explanation "A natural, unmodified 20 is always a critical strike.". I figure this does not stack (otherwise x2 x 2 would be a x4 multiplier) and that a natural 20 being a critical strike is WHY page 12 says it does double damage, rather than it being critical on top of doubled.
Page 67's Death Blow does have a unique situation where you can damage someone with natural AR without surpassing it:
- even if beneath the Natural A.R., the death blow will inflict S.D.C. damage
Far as I know this would not apply to vehicles or robots though since they are not alive.
Page 69 gives Jump Kick as an example of a Critical Strike: "The advantage of a jump kick is that it works as a critical strike"
I propose that being a critical strike and inflicting double damage does not mean guaranteed damage, and that the outcome of damage is still dependent on normal rules for doing so, such as surpassing AR.
Thus, a jump kick which is only 10 to hit, despite inflicting double damage due to being a critical strike, would not damage a pilot's compartment with NAR 19.
I also propose that if an attack is a critical hit due to a high natural number (for example an unmodified roll of 18, from hand to hand assassin 10th level) that this would also not be automatic damage. The unmodified 18 of an assassin would be a modified 20 due to the 1st level +2 to strike (or modified 22 from 12th's, or modified 24 from 15th's) so that would be enough to surpass the NAR 19 and damage the pilot's compartment... but penalties could possibly bring that down.
For example, page 33's "Drug Addiction"
- Withdrawn, quiet - spaced out. -3 to initiative, strike, parry and dodge
A 10th level HTH assassin who rolled an 18 (a critical strike) who was then +2 -3 would be a modified 17 to hit, not enough to surpass the AR 19 of the RPC. So I believe even though he has a critical strike (which doubles damage) that he still inflicts no damage.
I posit that natural 20s operate the same way. They are critical strikes, they inflict double damage, but that damage in regard to Armor Rating still follows standard rules of being assessed in regard to modifiers (penalties) and it is the modified result which is compared against the Armor Rating.
Natural 20s indeed have a special property of "always hit" and "cannot defend except with natural 20" which no other critical strikes have. However, armor ratings are not defenses, not rolls, and are a separate set of rules compared to active defenses like parries, dodges and entangles.
The ability to always hit an overall target, is not, I think, a guarantee that your hit is necessarily one effective enough to surpass AR.
So I think for example, the untrained human who punches a Robot Pilot's Compartment with a natural 20, while he doubles his dice and inflicts 2D4, would only apply that damage so long as his net modifiers are not negative.
A -1 to strike makes a natural 20 a modified 19. This does not mean it can be dodged with anything other than a natural 20. Nor would a -16 to strike mean it would miss (despite it being reduced to 4, which is normally a miss, if MODIFIED) because the automatic hit makes missing and non-20 defenses impossible.
But I do think the "always hit" / "rarely defend" issue lacks language applying to AR. I believe since the -1 to strike = modified 19 results in tying the NAR 19 of the RPC, that this means the human will not damage the RPC.
Does anyone think otherwise? This is something I have pondered discussnig zombie NAR over on the Dead Reign forums but it has a wider scope than that game, and HU is something which comes to mind as something strongly affected by it because it has high ARs for robots where even small penalties can result in 20s being lower than it.
Outside bots/vehicles, I can see this applying to APS Metal (pg 247, AR 17 like the strongest bot) and Stone (251, AR 16) although these two might be vulnerable to SDC damage from death blows, which could be incentive for them to wear body armor, assuming you could design some big enough.