Splitting Armor into Armor and Dodge
Adam recently posted a move which gave you Armor equal to your CHA under certain circumstances (https://plus.google.com/112484087750169360510/posts/HkSBdGiJzHf). It got me thinking about the awkward double role that Armor plays as representing both your chances of being hit and your protection when hit.
This dual role would be fine except that there are chunks of the rules that interact oddly depending on the source of your Armor. For example, the Angel’s ability to bypass Armor with its burning sword doesn’t make much sense if the Armor comes from your winning personality.
You could adjudicate this on a case-by-case basis, but (1) that’s an interruption that we don’t need and (2) sometimes that stuff is obscured (for example, a monster entry won’t tell you what share of the Armor comes from protection and what share from dodging).
The change I’d suggest is to split Armor into Armor and Dodge. Both stack and reduce damage. Weapons that pierce or ignore Armor do not bypass Dodge. Area weapons could then bypass Dodge. Moves like Underdog would give additional Dodge rather than additional Armor.
You could even create a third type, ‘Deflect’, which would reflect force fields and so on that aren’t vulnerable to piercing or to area effects, but that’s probably a step too complicated.
What do you think?