I have been using “armor as soak” for five years or more, so I tested this a lot. Recently I went back to DEFENSE as described in the Master Edition, but only because it worked for a few new players.
First, let me be clear that all the testing I’ve done on this was in PLAYER-FACING GAMES, that is, games where Players roll all the dice (they roll to defend instead of the GM rolling to attack, for example). This might require me to copy/paste an extra page of rules here. Sorry about that, I’ll try to summarize as much as possible. Also, there are A LOT of references to “converting from 5E”, because at the time I was using a lot of monster books released for 5E rules for ideas (Threats Database, Book of Lairs, Tome of Beasts, Tome of Horrors…)
Let’s go:
ARMOR AS SOAK MASTER EDITION
GENERAL CONCEPTS. Instead of adding to DEFENSE ROLLS, armor simply reduces incoming damage by its SOAK value.
To calculate SOAK, consider that HALF the DEFENSE value of armor items in ICRPG becomes SOAK. So, an armor with +2 DEFENSE has SOAK 1 and reduces one point of damage from normal attacks. You can add different items to get a higher DEFENSE value then halve the total for a better SOAK (e.g., two +1 DEFENSE items do not grant SOAK individually, but worn together they grant SOAK 1).
It’s up to the GM to determine if there’s an upper limit to SOAK. The recommendation for Player Heroes is that SOAK tops at 5 (the equivalent of a +10 DEFENSE in normal rules).
Shields and some specific defense LOOT still add to DEFENSE ROLLS instead of becoming SOAK. Check with your GM when converting and use whatever makes more sense to you.
Some monsters, spells, or dangers deal PENETRATING DAMAGE that ignores SOAK and directly fries your HP. Be careful.
If you use SPELL ENERGY rules, add SOAK to the amount of SPELL ENERGY needed to cast a spell.
To convert AC from 5E to SOAK, divide the AC or AC bonus (including magic bonuses) by two and round down. Add +1 to the total for medium armor and +2 for heavy armor. For example, scale mail is medium armor with a +4 AC bonus in 5E; this converts to SOAK 3 in ICRPG (half the +4 AC bonus, +1 for medium armor).
MONSTERS can also have SOAK. When converting from 5E, about half of a monster’s natural armor bonus (rounded down) becomes SOAK. So, an adult red dragon (natural armor +9) would have SOAK 4, while an ancient red dragon (natural armor +12) would have SOAK 6.
PLAYER-FACING COMBAT MASTER EDITION
When playing with these rules, the GM should try to ask for DEFENSE ROLLS (ICRPG ME, p. 108) instead of making attack rolls for the monsters. After choosing a TARGET, when a monster attacks, ask the Player to make a DEFENSE ROLL to avoid or halve the incoming damage (based on the kind of attack).
SETTING THE TARGET: When setting the TARGET of a scene, don’t forget to consider how powerful a MONSTER’s attacks would be when making attack rolls vs. allowing for DEFENSE ROLLS. Make heavy use of EASY and HARD adjustments for different attacks or to account for the presence of different types of monsters and attacks. If a monster is particularly strong, but not very fast, defending against it could be HARD, while attacks against are normal (see below).
For example, a Crystal Worm (ICRPG ME, p. 126) has a +4 to all rolls, while an Eye Beast (ICRPG ME, p. 128) has +6, so it should be harder to dodge an Eye Beast’s attack than a Crystal Worm’s. (This detail is actually covered by the TARGET NUMBER - the GM should adjust the TARGET to reflect the fact that all of the Eye Beast’s Stats are higher.)
Another simple solution is to adjust the TARGET for a creature’s attack modes, based on how you defend from them by adjusting the attack to be EASY or HARD for certain DEFENSE ROLLS, as described below - for example, you can make the sword attacks from a swordsman HARD to parry or dodge, but his magic EASY to resist. When creating monsters, always think about new and exciting attack modes, how a hero could defend from them, and how hard it would be.
EXPANDED RULES
EASY AND HARD DEFENSE ROLLS: Some circumstances can make your DEFENSE ROLL EASY or HARD. For example, when attacked by a giant with a mace that’s as big as a man, it might be a normal or even HARD task to parry (a STR DEFENSE ROLL) or block (a CON DEFENSE ROLL), but EASY to get out of the way (a DEX DEFENSE ROLL) because it’s a very slow attack. Against an arrow shot by a skilled assassin it might be HARD to dodge or position yourself fast enough behind one of its allies (an INT DEFENSE ROLL), and impossible to charm him with your innocence (a CHA DEFENSE ROLL).
MONSTER SPECIAL ABILITIES: The GM can create all kinds of special movements and actions for opponents. A monster might have an attack that happens every 1D4 turns that’s impossible to parry or block - dodging is your only hope. Or a psychic attack that always hits, but can be countered by sheer will (WIS) or by force of personality (CHA).
PENETRATING DAMAGE: Some damage simply ignores armor and/or shields. In this case, against these attacks you can’t add your armor or shield bonuses to your DEFENSE ROLL.
CRITICAL HITS: If a DEFENSE ROLL is a natural 1, the defender suffers a CRITICAL HIT. If the attacker triggers a crit on a wider range of results, keep that in mind when making DEFENSE ROLLS. For example, an attacker that crits on a natural 18, 19, or 20 would crit if the DEFENSE ROLL is a natural 1, 2, or 3. Inversely, if a player scores a natural 20 on a DEFENSE ROLL the GM should narrate some appropriate results and benefits. In combat, it mostly translates into the opponent being thrown off balance by the defender, making attacks EASY on the following turn.
MULTIPLE OPPONENTS: You probably noticed by now that with players making DEFENSE ROLLS the game can slow down a lot when many creatures are on the table. To avoid that, here’s a few suggestions.
- Ganging Up. When several weak creatures attack the same opponent, they trigger a single DEFENSE ROLL for their attacks, it being modified to EASY or HARD as necessary. A single Gerblin Traitor attacking with a rusty knife? EASY roll. A few Gerblin Traitors with spears? Normal roll. A small unit of heavily armored elite Gerblin Traitors protected by arrow slits raining down bolts from repeating crossbows? HARD roll.
- Increased Damage. Multiple creatures will trigger a single DEFENSE ROLL but deal more damage. When these monsters attack a single target, roll the highest damage and modify it by +1 per extra monster. So, that Minitaur wielding a battle axe (Weapon Effort 1D6+3) being helped by three of its Gerblin Traitor minions? His Weapon Effort will be 1D6+6 this turn if you don’t defend yourself. (And that, ladies and gentlemen, is why you clean up the minions from the board as fast as you can.)
- Special Effects. Multiple opponents working together to overcome the PCs may open a window to many different scenes and stunts. Can the players intimidate them to break them up? Can they force the enemies into a funnel so only a few of them can fight at the same time? Combine these ideas with the GM’S GUIDE chapter of ICRPG MASTER EDITION, especially the Target Damage concept (p. 104), for some really interesting encounters.
There you go. I hope theres something useful for you there. Take care and good gaming.