So, here's a minor rules tweak I've been thinking about.
Even when i want that type of differentiation, I've got a few problems with the typical Weapon/Armor rules as written.
1) They're massively overwhelming
2) They don't necessarily make sense to me, since stress isn't "damage"
So, for a simple fix to both of these, how do you folks think it would work if armor/weapon ratings work "as default", but with one exception - they only apply to stress soaked by Consequences.
So if something has Weapon:2, each consequence would effectively soak up two less stress. Simultaneously, armor would increase the amount of stress absorbed by Consequences, so with Armor:2, a Minor Consequence could absorb 4 stress.
I'm not quite sure how I'd handle using multiple Consequences for a single hit, but I'm sure I can work out something reasonable.
Anyway, I kind of intuitively like how this works. It doesn't make the person with the "bigger" weapon 'better' in any way. It fictionally matches the idea that 'getting hit with a bigass sword should be scary', while still leaving the use of lighter weapons viable.
Thoughts? Input? Reasons I'm utterly insane?
20150416 So here’s a minor rules tweak I’ve bee...
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