10 minutes ago, KungFuFerret said:This assumes the only time you are hit is when you take damage. But a lot of game systems, this one included, illustrate that the actual results of the dice roll can be a lot of stuff. Just because I "miss" on an attack, doesn't mean I didn't ever hit my target in our flurry of attacks. It just means none of them actually amounted to anything. Some would say "Well that's just soak, or damage reduction" if we're talking about D&D, but other schools of thought say it's kind of both. That if the armor doesn't actually provide soak or damage reduction (which most of them don't in game design)
So it's not unreasonable, based on the way armor is usually designed in games, to say that it's not preventing you from being hit so much, it's just making the hits you are taking, far less likely to actually hurt you. The idea of a "hit" being when your body actually takes damage.
Actually, no. It assumes that getting hit does not always equate to taking damage. That's what armor is for, absorbing the damage. That does not mean you can't be knocked down from a hit even if you don't take any actual damage. Systems like D&D and SAGA assume that a hit equals damage, when it doesn't. A hit simply means that the blow made solid contact, not that it necessarily penetrated the armor.
4 minutes ago, Darzil said:There are certainly armors that use shape to deflect blows, which it could be argued provide defence. And shields make sense if they deflect rather than absorb hits. Could have armor that is ablative, and degrades whilst providing soak. Otherwise, just providing soak makes sense.
If anything, I think the biggest issue is not what the armor provides, but the lack if information it provides on why.
(Neglecting the confusion on stacking, of course)
Even being "deflected", the blow made solid contact. Thus, it's a hit. Any time a blow makes contact, you've been "hit". Whether it has been deflected or not is irrelevant. The only way something is a "miss" is if it does not make contact at all.