AiF uses an armor save. The save doesn't block 100% of the damage but only a portion of the damage based on the type of armor (1/3 for leather 1/2 for chain and 2/3s for plate). To see how this compares to all-or-nothing save, I converted the AiF numbers to a straight save percentage. For example, in AiF plate armor blocks 2/3s of the damage 90% of the time which works out to blocking all damage 60% of the time (keeping the same average per round).
Leather: 18.3% Chainmail: 30% Full Plate: 60%
A few years ago, I calculated the save percentages from OD&D's alternate combat system by looking at the hits deflected by a higher AC. (how many AC9 "hits" are converted to "misses" based on a higher AC). Those numbers were:
Leather (AC7): 18% Chainmail: 35% Plate: 55%
As you can see, both sets of numbers are within 5% of each other. That surprised me.
Converting the AiF numbers to a d20 roll-high save gives the saves as:
Leather: 17+ Chain: 15+ Plate: 9+
Converted to a simple d6 roll:
Leather: 6 Chain: 5-6 Plate: 4-6
I'm not sure what to do about helmets. The AiF rule gives helmets a 10% save but it's not clear if that is rolled separately, if it is added to the other percentage, or if that roll is for having a helmet only and helmets are assumed into part of the other suits.
|