All I'm saying is that Armor and Shields shouldn't apply Defense Bonus, and all other sources should stack. Nothing else really changes.
In other words:
Other than that, Mrs Lincoln — what did you think of the play?
If you change two of the most basic things about how armor and shields work, you can’t really follow that up with “Nothing else really changes.” The technical term for that is “Non sequitur”.
Feel free to make whatever changes you want in your game — it is your game, after all.
But the FFG developers have spent years trying to achieve an optimal balance of all the components that go into their official version of this game, including many components that have not yet been published. If you’re going to throw out two fundamental assumptions upon which a lot of the rest of their work depends, you have to decide how you’re going to handle the consequences. And you have to consider at what point you’re no longer playing something that can be called by the same name.
However, at the end of the day, it’s still your game and you should run it the way you want.
I'm not saying I am going to run with it. And I'm not suggesting anyone else has to - so I don't know why people get so defensive when someone brings up the holy rules into question like the devs are infallible. They might have spent a long time developing the system, but we've all spent a long time playing games in general. And... conventions are conventions. We're not morons.
Personally, I tend to play games as vanilla as possible, specifically because I don't want to deal with the headache involved with keeping up with Houserules and how they may or may not effect things I wouldn't consider. For instance, in my campaign, there is no Force. Yet the rules account for the Force with Force Points and Destiny Tokens. Those things are simply too ingrained in how stuff works to not have them, regardless of there being no narrative Force present.
To be fair, I mean, the game functions as is. It's pretty great. Because Defense is represented as a SBD and the nature of how those work, this entire topic isn't nearly as "open/shut" or binary as it is in other games, and I can personally deal with the narrative structure of the dice on this topic a lot easier than I can in other games. It's not like the whole thing is totally broken. This is actually one of the best systems I've ever played with. Choosing which source of Defense to use is just a minor inconvenience to logic flow, because... well... that's just stupid to have to do, really, and it's not the first game I've had to deal with this silly convention. I mean... I can over look it. But it would be nice to not have to for once.
I'm simply suggesting that the theory of how basing Armor in Defense (or AC in other games) is a functionally pointless convention in principle. Others have suggested that Armor redirects or deflects attacks which accounts for them functioning in the Defense score. I disagree with the perspective, because Armor doesn't function unless YOU are hit. So whatever features, however it's designed, whatever it's supposed to do... it doesn't do anything unless a bullet, a sword, a fist, a Tuna, SOMETHING makes a successful hit on your person.
Look at it this way:
If you shoot me with a BB gun at 15 ft. - then... okay. If I put on a Flak Jacket, and you try again - that Flak Jacket doesn't suddenly make me harder to hit, or somehow make you forget to aim. In RPG's... it does.
If you swing a baseball bat at me and hit me - okay. If I fully deck myself out in some nifty plate mail, and you try again - the plate mail doesn't suddenly make me harder to hit, nor does it effect your ability to swing a bat at a huge metal thing. In RPG's... it does.
It's non-sense. I don't understand how this is a hard concept to wrap the mind around, really...