Abstract systems don't really bother me, as long as I can visualize a plausible mental image of what is being abstracted. I have no problem with averaging out coverage so Armor Class (to use the old D&D term) covers the chance to hit SOMEWHERE even if part of the body is encased in steel and part is exposed flesh.
I just have trouble with the visualization of this all or nothing of treatment of armor. In practical game terms, once I am hit - it makes game sense to strip off all armor (since it offers no protection) and try to use lower encumbrance to my advantage. Does this make sense for a platoon of battledress Marines engaged in urban combat? Is this really the desired goal of the combat rules?
If this is the desired goal, then it is a feature.
If this is not the desired goal, then it is a bug.
Strictly personal preference:
I would just assume that armor is not indestructible and all HITS damage the armor a little and reduce its effective protection. Probably something close to "each hit reduces the effective armor value by 1".
I find tracking hit locations too much effort.
I might try setting some minimum damage dice to damage armor (to prevent beating Battledress to a pulp with a dagger) ... perhaps something like the die of damage must equal or exceed the armor value to damage the armor ... unless it slowed down the game more than it was worth.
I find it a trial and error process to set a good balance between fuss and fun.
I just have trouble with the visualization of this all or nothing of treatment of armor. In practical game terms, once I am hit - it makes game sense to strip off all armor (since it offers no protection) and try to use lower encumbrance to my advantage. Does this make sense for a platoon of battledress Marines engaged in urban combat? Is this really the desired goal of the combat rules?
If this is the desired goal, then it is a feature.
If this is not the desired goal, then it is a bug.
Strictly personal preference:
I would just assume that armor is not indestructible and all HITS damage the armor a little and reduce its effective protection. Probably something close to "each hit reduces the effective armor value by 1".
I find tracking hit locations too much effort.
I might try setting some minimum damage dice to damage armor (to prevent beating Battledress to a pulp with a dagger) ... perhaps something like the die of damage must equal or exceed the armor value to damage the armor ... unless it slowed down the game more than it was worth.
I find it a trial and error process to set a good balance between fuss and fun.