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EABA v2 is the next edition of our universal rpg system, designed from the ground up for use with tablets or other computers.
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Random article

The EABA armor model

EABA (both v1 and v2) have a slightly different way of handling damage and armor than most games. The usual, fairly simple model is an averaging model. A weapon does a certain variable amount of damage, and armor is designed to stop penetration of some percentage of these hits. For instance, an armor of 10 stops penetration by 50% of all hits that do 3d6 damage (because the average roll for 3d6 is 10.5). This is not all that bad a model for melee, since there is no telling how hard an individual swing, kick or punch is going to be, but for weapons like bows, crossbows or guns it does not work. Barring a glancing strike, if one hit from a bullet barely penetrates a piece of armor, odds are that all the rest of the bullets from that gun will do the same. Likewise if the first hit barely fails to penetrate, assuming a fresh piece of armor is struck each time.

EABA deals with this by rating armor and weapons in a given amount of dice. Only damage that exceeds the armor gets to roll for damage. So, if a 2d6 weapon hits a 3d6 armor, nothing gets through, since the weapon is less than the armor. If a 3d6 weapon hits a 2d6 armor, then 1d6 gets through, and the 1d6 is what you roll for damage.

This gives a more real-world penetration mechanic, while simultaneously recognizing that damage to people is highly subjective. That 1d6 that got through armor might roll a 1 and be a graze, or roll a 6 and be a deep wound.

The actual EABA rules go into a bit more detail, so things like blunt trauma, armor-piercing effects and such are handled, but this is the overall way in which damage and armor interact. And if you are not an EABA player, there are plenty of game systems where this model could be adapted to give you better results than you are getting right now, so give it a try.

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