Re: Detailed (mundane) armor
Sectional armor is usually enough for most games, but I too have thought about assigning different DEF values for cutting, piercing, and crushing damage. Then all you have to do is decide what type of damage is what. The interesting part for me was that it gives another layer of tactical interest on offense--do I want to stab with my sword and inflict piercing damage, or swing it and try for a cut? Is the bad guy wearing mostly chain or some plate? I never got around to writing up the various attack modes for different weapons, though.