Armor
armor mechanics are still in pondering stages.
The way dnd normally does Armor Class doesn't really compare to real armor's function. I want to include stats for Dodge, Parry, Block, Hardness and Damage Reduction. For example, someone wearing full plate should not take as much damage to their body as someone wearing cloth armor. It's easier to dodge a strike with cloth, but if you get hit, it's going to hurt more than if there were layers of leather, mail, and steel plates between your skin and the weapon. For Dodging, Parrying, and Blocking, a counter roll should be made against the attack. If the attacker's roll exceeds the blocking roll, the armor's Hardness and DR can reduce the attacker's damage count roll, but the armor takes that damage to it's HP so the armor becomes damaged. As the armor becomes more damaged, it's ability to reduce damage to the wearer is reduced. This functions somewhat as the armor absorbing damage instead of the character, except that each armor type is only capable of absorbing so much per strike, beyond with is taken by the wearer. The damage that gets through heavier armors is always bludgeoning, until the armor is broken. It is easier for a piercing weapon to break through armor than for a slashing weapon, which breaks through armor easier than a bludgeoning weapon.