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** In ''VideoGame/StarCraftI,'' a unit's Size value allows it to resist certain [[DamageTyping damage types]]. A Small unit only takes half-damage from Explosive weapons, and a Large unit takes half damage from Concussive damage. For example, a Zergling charging a photon cannon only takes 10 damage instead of the 20 damage the photon cannon ''says'' it's doing.

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** In ''VideoGame/StarCraftI,'' a unit's Size value category allows it to resist certain [[DamageTyping damage types]]. A Small unit only takes half-damage from Explosive weapons, and a Large unit takes half damage from Concussive damage. For example, a Zergling charging hit by a photon cannon Dragoon's [[EnergyWeapon phase disruptor]] only takes 10 damage instead of the 20 damage the photon cannon Dragoon's unit info ''says'' it's doing.it does.
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** Also present in ''XCOM 2'' and ''VideoGame/XCOMChimeraSquad'' is the Dodge stat.

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** Also present in ''XCOM 2'' and ''VideoGame/XCOMChimeraSquad'' is the Dodge stat. When the unit is targeted, a good roll for Dodge modifies the hit to be a grazing shot that deals only half or so damage. Critical hits cannot be dodged.

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* Most forms of defense in ''VideoGame/XCOMEnemyUnknown'' work by either making a unit harder to hit (cover, various abilities) or adding HitPoints ([[ArmorAsHitPoints most armor]]). The exceptions are the Hardened trait (shared by most units on both sides that are incapable of taking cover) and Resilience skill, which grant immunity to {{Critical Hit}}s, effectively reducing their damage back down to normal levels, and two unique [[{{Cyborg}} MEC trooper]] skills which reduce damage by 2 for 2 turns after a successful hit, and reduce any hit that would take off more than a third of their life down to a third.
** The ''[[VideoGame/XCOMLongWar Long War]]'' GameMod adds a specific damage reduction with its own icon, granted mainly to machine/armored enemies as well as units in cover.

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* ''VideoGame/XCom''
**
Most forms of defense in ''VideoGame/XCOMEnemyUnknown'' work by either making a unit harder to hit (cover, various abilities) or adding HitPoints ([[ArmorAsHitPoints most armor]]). The exceptions are the are:
*** The
Hardened trait (shared by most units on both sides that are incapable of taking cover) and Resilience skill, which grant immunity grants a negative modifier to the enemy's {{Critical Hit}}s, effectively reducing their damage back down Hit}} chance, usually enough to normal levels, and two unique nullify all chance without special modifiers.
*** Resilience, a skill for Assault troopers, completely nullifies Critical Hits.
*** The
[[{{Cyborg}} MEC trooper]] skills Damage Control, which reduce reduces damage by 2 for 2 turns after taking a successful hit, and Absorption Fields reduce any hit that would take off more than a third of their life down to a third.
third. Previously Assault-class MEC Troopers have Shock-Absorbent Armor, which reduces damage by 33% if the source of damage[[note]]the shooter's tile for regular gunfire, and the explosive's final position in case of grenades, rockets and such[[/note]] is less than 4 tiles away from the MEC. All of these stack.
*** Mechtoids protected by a Psi Shield take only 50% damage while the shield is up. This carries over to damage that destroys the shield and affets the Mechtoid's HP pool. The [[{{EMP}} Electro Pulse]] subsystem of tier 3 MEC suits [[ArmorPiercingAttack bypasses this resistance]]
*** With ''Enemy Within'', Sectopods gain Reinforced Armor, which cuts ''all damage'' taken by the Sectopod by 50%, effectively giving them 60 HP. Like with Psi Shield, Electro Pulse ignores this trait.
** The ''[[VideoGame/XCOMLongWar Long War]]'' GameMod for ''Enemy Unknown'' adds a specific damage reduction with its own icon, granted mainly to machine/armored enemies as well as units in cover.



** Also present in ''XCOM 2'' and ''VideoGame/XCOMChimeraSquad'' is the Dodge stat.



* ''VideoGame/{{Iji}}'' has the "Suppression" trait, unlocked by maxing out the Health stat (to a maximum of 20HP), which reduces any HP damage by one, to a minimum of one. One boss has a 5HP attack that has both a flag for ignoring all defenses (MercyInvincibility, Suppression, etc.) and a special code for not ignoring Suppression after all.

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* ''VideoGame/{{Iji}}'' has the "Suppression" trait, unlocked by maxing out the Health stat (to a maximum of 20HP), 20 HP), which reduces any HP damage by one, to a minimum of one. One boss has a 5HP 5 HP attack that has both a flag for ignoring all defenses (MercyInvincibility, Suppression, etc.) and a special code for not ignoring Suppression after all.
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** The Interception fighting style for, well, fighter-type characters lets them reduce the damage taken by a nearby ally once a turn (between 1 and 10 damage, plus their proficiency) by deflecting it with a weapon or shield. Because the rules only specify the ally must be within 5 feet, it can create the surreal situation of the meatshield hiding ''behind'' the SquishyWizard or even being at the center of the clustered party (which makes said meatshield count as being in cover and therefore harder to hit) in order to tank for them. The Protection style works similarly but instead gives a chance for the attack to miss entirely (but does nothing to mitigate damage if the attack hits).
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[[folder: Tabletop Games ]]

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* ''Franchise/StarCraft,'':

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* ''Franchise/StarCraft,'':''Franchise/StarCraft'':



** In ''VideoGame/StarCraft1,'' a unit's Size value allows it to resist certain [[DamageTyping damage types]]. A Small unit only takes half-damage from Explosive weapons, and a Large unit takes half damage from Concussive damage. For example, a Zergling charging a photon cannon only takes 10 damage instead of the 20 damage the photon cannon ''says'' it's doing.
* ''VideoGame/WarcraftIII''

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** In ''VideoGame/StarCraft1,'' ''VideoGame/StarCraftI,'' a unit's Size value allows it to resist certain [[DamageTyping damage types]]. A Small unit only takes half-damage from Explosive weapons, and a Large unit takes half damage from Concussive damage. For example, a Zergling charging a photon cannon only takes 10 damage instead of the 20 damage the photon cannon ''says'' it's doing.
* ''VideoGame/WarcraftIII''''VideoGame/WarcraftIII'':

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** In both games, a unit's Armor value is a flat negative to damage. This penalizes units with multiple attacks that, on-paper, do a certain ammount. As an example, the Firebat's unit profile ''says'' it does 8 damage per attack, but it ''really'' does 4 damage twice. So if it's fighting a Zergling who's got Carapace level 1, it's actually doing 6 damage instead of 7. 4-1+4-1=6.

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** In both games, a unit's Armor value is a flat negative to damage. This penalizes units with multiple attacks that, on-paper, do a certain ammount. As an example, the Firebat's unit profile ''says'' it does 8 damage per attack, but it ''really'' does 4 damage twice. So if it's fighting a Zergling who's got Carapace level 1, it's actually doing 6 (4-1+4-1=)6 damage instead of 7. 4-1+4-1=6.7.


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* ''VideoGame/WarcraftIII''
** Armor increases in slowly decreasing amounts (capping out at around 99% reduction), with various spells and abilities increasing it.
** Mountain Giants can get the Hardened Skin upgrade, which removes all incoming damage by a fixed amount to a minimum.

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*''Franchise/StarCraft,'':
** In both games, a unit's Armor value is a flat negative to damage. This penalizes units with multiple attacks that, on-paper, do a certain ammount. As an example, the Firebat's unit profile ''says'' it does 8 damage per attack, but it ''really'' does 4 damage twice. So if it's fighting a Zergling who's got Carapace level 1, it's actually doing 6 damage instead of 7. 4-1+4-1=6.
** In ''VideoGame/StarCraft1,'' a unit's Size value allows it to resist certain [[DamageTyping damage types]]. A Small unit only takes half-damage from Explosive weapons, and a Large unit takes half damage from Concussive damage. For example, a Zergling charging a photon cannon only takes 10 damage instead of the 20 damage the photon cannon ''says'' it's doing.
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* ''VideoGame/ForTheKing'': A character's Armor stat is subtracted from the {{Hit Point|s}} damage of each incoming physical attack, to a minimum of [[NoSell zero]], while their Resistance stat does the same for magic damage. Protective equipment, {{Protective Charm}}s, consumable items granting permanent buffs, and other sources can all contribute points to Armor and Resistance.

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* ''VideoGame/ForTheKing'': A character's Armor stat is subtracted from the {{Hit Point|s}} damage of each incoming physical attack, to a minimum of [[NoSell zero]], while their Resistance stat does the same for magic damage. Protective equipment, {{Protective Charm}}s, consumable items granting permanent buffs, spells, consumables, and other sources can all contribute points to raise Armor and Resistance.
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** Armor works by subtracting 3 ([[{{Nerf}} previously 5]]) from any instance of incoming damage, [[ScratchDamage or halving it]], depending on which would result in damage reduction having the lesser effect.

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** Armor works by subtracting 3 ([[{{Nerf}} previously 5]]) from any instance of incoming damage, [[ScratchDamage [[PercentBasedValues or halving it]], depending on which would result in damage reduction having the lesser effect.




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* ''VideoGame/ForTheKing'': A character's Armor stat is subtracted from the {{Hit Point|s}} damage of each incoming physical attack, to a minimum of [[NoSell zero]], while their Resistance stat does the same for magic damage. Protective equipment, {{Protective Charm}}s, consumable items granting permanent buffs, and other sources can all contribute points to Armor and Resistance.
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* In ''TabletopGame/{{GURPS}}'', the primary benefit of wearing/installing armor is reducing damage received. DR is also an advantage that can be purchased by characters, races, etc. One to three points of damage reduction seems to be the "realistic" limit for natural DR, possessed by real animals with thick hides/scales or purchasable by players without needing specific GM approval. Previous versions featured the Toughness advantage, a more expensive DR with a two point Cap specifically for human use, with the base advantage restricted to supers or races.

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* In ''TabletopGame/{{GURPS}}'', the primary benefit of wearing/installing armor is reducing damage received. DR is also an advantage that can be purchased by characters, races, etc. One to three points of damage reduction seems to be the "realistic" limit for natural DR, possessed by real animals with thick hides/scales or purchasable by players without needing specific GM approval. Previous versions featured the Toughness advantage, a more expensive DR with a two point Cap specifically for human use, with the base advantage restricted to supers or races. DR directly subtracts from damage, so an attack that can't get through causes absolutely nothing normally, but there are also optional rules for blunt force trauma (so a sufficiently strong bullet impact on hard armor can still cause minor injury and a mace can give an armored knight a concussion) and DR doesn't stop you from being physically thrown around by attacks.

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* ''TabletopGame/TunnelsAndTrolls'' (1975) contained the UrExample of this trope in tabletop [=RPGs=], replacing ''D&D''[='=]s (the only other RPG in existence at the time of its release) armor-as-likelihood-to-miss with armor-as-damage-reduction.
* In ''TabletopGame/{{GURPS}}'', the primary benefit of wearing/installing armor is reducing damage received. DR is also an advantage that can be purchased by characters, races, etc. One to three points of damage reduction seems to be the "realistic" limit for natural DR, possessed by real animals with thick hides/scales or purchasable by players without needing specific GM approval. Previous versions featured the Toughness advantage, a more expensive DR with a two point Cap specifically for human use, with the base advantage restricted to supers or races.
** Armor piercing attacks generally take the form of a divisor, reducing DR by half or more.
** The Damage Resistance advantage also has a host of options to modify it's function, in particular conjunction with Damage Typing. The advantage could be used to simulate anything from thick skin to magical resistance against a given element to an ablative force field that needs recharging.
* In ''TabletopGame/TheWitcherGameOfImagination'' armour, both natural and crafted, works this way. If the target is hit, the damage is reduced by a certain value, depending on the type and/or layers of armour. Can lead to situations when no damage is dealt at all. [[BoringButPractical Shields]] are special in this regard, as they both provide armour value ''and'' rise defenses, making it in the same time harder to hit their wielders.
* ''TabletopGame/DungeonsAndDragons'' makes extensive use of this trope starting in Third Edition. Damage reduction and related concepts reduce the damage of each attack, making it more effective against a large number of lighter attacks than a few powerful attacks.
** Damage reduction is generally not provided by wearing armor, even magical, which instead reduces the chance of an attack connecting at all. Instead, it's usually a special monster ability, a character class ability, or a magical enhancement. Oftentimes damage reduction has a weakness that bypasses it, usually written as "DR ''Value / Weakness''"; for example, silver weapons bypass a werewolf's damage reduction. Damage reduction generally only applies to attacks with a physical component however, such as a sword or arrow; magical attacks such as the iconic Magic Missile or Fireball ''always'' ignore damage reduction, being covered by Energy Resistance instead.
** Hardness is a variant used only by inanimate objects, for when players decide to smash down doors, sunder enemy gear, or otherwise wreck their environment. Most objects have little to no armor class and surprisingly little HP compared to a player character, ''but'' hardness makes them difficult to actually ''damage''. In theory, this should prevent anyone from just [[DungeonBypass carving a new door through a stone wall]], because standard attacks won't overcome hardness and will never cause hit point damage.
** Energy Resistance is effectively Damage Reduction for certain types of energy attacks, such as acid, cold, electric, fire, and sonic, reducing the incoming damage by a flat amount. Some creatures have it innately (fire doesn't work well on fire-breathing dragons, for instance) and magical items grant it as long they're worn or otherwise in use, whilst other effects like spells or potions can grant it for a limited duration.
** 5th edition streamlines the above into damage resistance, which halves any damage a creature takes from the specified damage type(s), and damage thresholds, which make an object immune to any attack whose damage does not equal or exceed the value of the damage threshold (and makes the object take full damage from attacks that ''do'' beat the threshold). The one remaining vestige of 3.5’s damage reduction rules is the Heavy Armor Master feat, which reduces all non-magical bludgeoning, piercing and slashing damage that you take while wearing heavy armor by 3 points.
* Most of the above applies in ''TabletopGame/{{Pathfinder}}'' as well, but with an extra wrinkle: some creatures, most often [[ScienceFantasy Numerian robots]], have hardness that combined DR and energy resistance -- excluding specific weaknesses and {{Armor Piercing Attack}}s, ''everything'' does reduced damage.
* ''TabletopGame/ArkhamHorror'' features a few options for DR. The mobster investigator has it as his special ability. A few items and spells allow for it, including a variation of HyperactiveMetabolism were food provides DR rather then healing.
* ''TabletopGame/NewHorizon'' has armor... and specific attacks penetrate the armor, as well as attacks that go overboard.
* ''TabletopGame/DarkHeresy'', ''TabletopGame/RogueTrader'', and ''TabletopGame/{{Deathwatch}}'' all have this in the form of both Armor and Toughness. Very few attacks ignore this, though many weapons have Armor Penetration (which ignores a certain amount of Armor) and some have the Felling quality (which ignores a certain amount of "Unnatural Toughness"). Their parent game, ''TabletopGame/{{Warhammer 40000}}'', uses a combination of Toughness Values and Armor Saves, though it's a certain chance to ignore damage, rather than reducing it. The FeelNoPain rule is described in the fluff as a more straight example, but again it's an additional chance to ignore damage.[[note]]Going by Dungeons and Dragons again, it's basically [=DR33% /=] [[ChunkySalsaRule Instant Death weapons]].[[/note]]



** TabletopGame/{{Exalted}} also has a "hardness" trait for armour, meaning that if the raw (pre-soak) damage doesn't reach the threshold designated by the hardness of the armour, no damage at all is rolled. This, however, is a fairly low number, and if the raw damage reaches or surpasses this threshold it isn't taken into account at all, instead you have to soak for any damage reduction.

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** TabletopGame/{{Exalted}} ''TabletopGame/{{Exalted}}'' also has a "hardness" trait for armour, meaning that if the raw (pre-soak) damage doesn't reach the threshold designated by the hardness of the armour, no damage at all is rolled. This, however, is a fairly low number, and if the raw damage reaches or surpasses this threshold it isn't taken into account at all, instead you have to soak for any damage reduction.



* In ''TabletopGame/MagicTheGathering'' there is the Absorb mechanic, which allows you to just prevent a certain amount of damage dealt to a creature that has the ability.
* In ''TabletopGame/{{Spycraft}}'', damage reduction is the armor mechanic, with "armor" and "armor penetration" forming a parallel defensive system to the usual d20 armor class stuff.
* In ''TabletopGame/{{Numenera}}'', all armor works this way.
* In ''TabletopGame/PoniesAndParasprites'' damage is reduced in two ways. The first is via use of "Buffer Exhaustion", which allows a character to absorb a certain amount of damage before they are affected by it. The second (such as the Earth Pony's ''Tough as Nails'' ability and Celestia's ''Inescapable Corona of Justice'') simply reduces the amount of incoming damage. These two abilities explicitly stack with one another.
* In Palladium's "Mega-Damage" [=RPGs=] like ''TabletopGame/{{Rifts}}'', ''Franchise/{{Robotech}}'', and ''TabletopGame/{{Splicers}}'', this is pretty much how Mega-Damage works. Normal attacks, which inflict SDC(Structural Damage Capacity)/HP damage, cannot harm MDC materials unless they can inflict around a hundred points of damage or more in a single hit or burst (effectively DR 100/MD). Mega-Damage, however, also works in reverse: a single point of MD is equal to 100 SDC/Hit Points.

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* In ''TabletopGame/MagicTheGathering'' there ''TabletopGame/ArkhamHorror'' features a few options for DR. The mobster investigator has it as his special ability. A few items and spells allow for it, including a variation of HyperactiveMetabolism were food provides DR rather then healing.
* ''TabletopGame/DungeonsAndDragons'' makes extensive use of this trope, particularly in Third Edition.
** Damage Reduction
is a quality granted by magical effects, or an innate feature of powerful creatures like dragons or outsiders (fiends, angels, etc.). It reduces damage from attacks by a set amount, potentially negating them entirely, unless those attacks meet the Absorb mechanic, which allows you condition to just prevent negate the creature's Damage Reduction. So a certain amount young adult dragon with DR 5/+1 would subtract 5 points of damage dealt from every attack against it unless those attacks were made with a magic weapon of at least +1 quality, a wyrm with DR 20/+3 is going to take an even stronger magic weapon to hurt, while a werewolf with DR 15/silver can only reliably be injured by silvered weapons. In more complicated cases, a creature's Damage Reduction might only be overcome by "aligned" attacks (the result of specific enchantment magic, or attacks from outsiders that [[MadeOfGood embody an aspect of the alignment spectrum]]), aligned attacks ''or'' magic weapons, or magic weapons made of a specific material. Other creatures take reduced damage from certain weapon types, so a treant takes half damage from piercing weapons like spears or arrows, while skeletal foes take half damage from anything ''but'' bludgeoning attacks from warhammers or maces. A rare few enemies also boast a DR of [number]/--, meaning ''nothing'' can negate it. It's important to note that Damage Reduction only applies to ''physical'' damage, zapping foes with magic completely ignores their DR, but see below.
** Energy Resistance is essentially Damage Reduction for energy attacks, and reduces incoming fire, cold, acid, electricity or sonic damage by a set amount. Some creatures are outright immune to one or more types of energy damage (so don't waste a ''fireball'' on a fire-breathing red dragon), and others, especially outsiders, are highly resistant
to a creature variety of energy types in addition to being immune to others. This makes NonElemental "force" attacks like ''{{magic missile|storm}}'' valuable since they get around Energy Resistance (assuming you also overcome the target's ''Spell'' Resistance, if any), but a quirk of 3rd Edition also made sonic damage extremely useful since very few creatures were resistant or immune to it.
** Hardness is a variant of Damage Resistance possessed by inanimate objects, which typically have a low Armor Class and are easy to hit, and don't have many overall hit points, but have a ton of Hardness to compensate. It's mainly used to work out how many rounds it takes to [[OpenSaysMe break down a sturdy oak door]], and to discourage {{Dungeon Bypass}}es via tunneling through walls. One of the reasons [[FantasyMetals adamantine]] is valuable is because weapons made from it are very good at ignoring an object's Hardness.
** Note
that has a character's armor does ''not'' usually reduce the ability.
* In ''TabletopGame/{{Spycraft}}'',
damage of incoming attacks, instead their Armor Class, the combined effects of their worn armor, natural armor, Dexterity, and any magical wards, only determines how likely a physical attack is to hit them. The exception is armor made from adamantine, which offers a small but insurmountable bit of Damage Reduction based on how heavy the armor is.
** 5th Edition greatly streamlines all this, so creatures with Damage Resistance to something take only half damage from that source, and objects have Damage Thresholds that make them immune to any attack whose damage does not equal or exceed a listed value, but take full damage from anything that meets or exceeds it. The one remaining vestige of 3.5’s
damage reduction rules is the armor mechanic, with "armor" and "armor penetration" forming a parallel defensive system to the usual d20 armor class stuff.
* In ''TabletopGame/{{Numenera}}'', all armor works this way.
* In ''TabletopGame/PoniesAndParasprites'' damage is reduced in two ways. The first is via use of "Buffer Exhaustion",
Heavy Armor Master feat, which allows a character to absorb a certain amount of damage before they are affected by it. The second (such as the Earth Pony's ''Tough as Nails'' ability and Celestia's ''Inescapable Corona of Justice'') simply reduces the amount of incoming damage. These two abilities explicitly stack with one another.
* In Palladium's "Mega-Damage" [=RPGs=] like ''TabletopGame/{{Rifts}}'', ''Franchise/{{Robotech}}'',
all non-magical bludgeoning, piercing and ''TabletopGame/{{Splicers}}'', this is pretty much how Mega-Damage works. Normal attacks, which inflict SDC(Structural Damage Capacity)/HP damage, cannot harm MDC materials unless they can inflict around a hundred points of slashing damage or more in a single hit or burst (effectively DR 100/MD). Mega-Damage, however, also works in reverse: a single point of MD is equal to 100 SDC/Hit Points.that you take while wearing heavy armor by 3 points.



* ''TabletopGame/SentinelsOfTheMultiverse'' has a few ways for both heroes and villains to do this. Most of the heroes' damage reduction, is personal, like armor equipment or a power, though some heroes can give someone else damage reduction. Generally, -1 reduction is equipment or a power that can stay out indefinitely without penalty. -2 reduction either only lasts a turn, only affects the next damage taken, or is only applicable to damage of 5 or more. And they can stack. The villains' DR often applies to their whole deck, or a group within their deck. Grand Warlord Voss takes the cake. For every minion he has out, he reduces all damage to himself by 2, making him effectively invincible if there's more than two or three minions in play.

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* ''TabletopGame/SentinelsOfTheMultiverse'' Creator/GamesWorkshop [=RPGs=]:
** In ''TabletopGame/WarhammerFantasyRoleplay'', the damage a creature takes from any successful attack is reduced by both their [[TheSixStats Toughness]] attribute and their armour, barring [[ArmorPiercingAttack special exceptions]]. 1[[superscript:st]] and 2[[superscript:nd]] Editions allow this to [[NoSell reduce the damage to zero]]; 4[[superscript:th]] Edition adds a ScratchDamage rule.
** ''TabletopGame/DarkHeresy'', ''TabletopGame/RogueTrader'', and ''TabletopGame/{{Deathwatch}}'' all have this in the form of both Armor and Toughness. Very few attacks ignore this, though many weapons have Armor Penetration (which ignores a certain amount of Armor) and some have the Felling quality (which ignores a certain amount of "Unnatural Toughness").
* In ''TabletopGame/{{GURPS}}'', the primary benefit of wearing/installing armor is reducing damage received. DR is also an advantage that can be purchased by characters, races, etc. One to three points of damage reduction seems to be the "realistic" limit for natural DR, possessed by real animals with thick hides/scales or purchasable by players without needing specific GM approval. Previous versions featured the Toughness advantage, a more expensive DR with a two point Cap specifically for human use, with the base advantage restricted to supers or races.
** Armor piercing attacks generally take the form of a divisor, reducing DR by half or more.
** The Damage Resistance advantage also
has a few ways for both heroes host of options to modify it's function, in particular conjunction with Damage Typing. The advantage could be used to simulate anything from thick skin to magical resistance against a given element to an ablative force field that needs recharging.
* In ''TabletopGame/MagicTheGathering'' there is the Absorb mechanic, which allows you to just prevent a certain amount of damage dealt to a creature that has the ability.
* ''TabletopGame/NewHorizon'' has armor...
and villains to do this. specific attacks penetrate the armor, as well as attacks that go overboard.
* In ''TabletopGame/{{Numenera}}'', all armor works this way.
*
Most of the heroes' damage reduction, is personal, above ''D&D'' examples apply in ''TabletopGame/{{Pathfinder}}'' as well, but with an extra wrinkle: some creatures, most often [[ScienceFantasy Numerian robots]], have hardness that combined DR and energy resistance -- excluding specific weaknesses and {{Armor Piercing Attack}}s, ''everything'' does reduced damage.
* In Palladium's "Mega-Damage" [=RPGs=]
like armor equipment or a power, though some heroes can give someone else damage reduction. Generally, -1 reduction ''TabletopGame/{{Rifts}}'', ''Franchise/{{Robotech}}'', and ''TabletopGame/{{Splicers}}'', this is equipment or a power that can stay out indefinitely without penalty. -2 reduction either only lasts a turn, only affects the next damage taken, or is only applicable to damage of 5 or more. And pretty much how Mega-Damage works. Normal attacks, which inflict SDC(Structural Damage Capacity)/HP damage, cannot harm MDC materials unless they can stack. The villains' DR often applies to their whole deck, or inflict around a group within their deck. Grand Warlord Voss takes the cake. For every minion he has out, he reduces all hundred points of damage to himself by 2, making him effectively invincible if there's or more than two in a single hit or three minions burst (effectively DR 100/MD). Mega-Damage, however, also works in play.reverse: a single point of MD is equal to 100 SDC/Hit Points.



* ''TabletopGame/WarhammerFantasyRoleplay'': The damage a creature takes from any successful attack is reduced by both their [[TheSixStats Toughness]] attribute and their armour, barring [[ArmorPiercingAttack special exceptions]]. 1[[superscript:st]] and 2[[superscript:nd]] Editions allow this to [[NoSell reduce the damage to zero]]; 4[[superscript:th]] Edition adds a ScratchDamage rule.

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* ''TabletopGame/WarhammerFantasyRoleplay'': The In ''TabletopGame/PoniesAndParasprites'' damage is reduced in two ways. The first is via use of "Buffer Exhaustion", which allows a creature character to absorb a certain amount of damage before they are affected by it. The second (such as the Earth Pony's ''Tough as Nails'' ability and Celestia's ''Inescapable Corona of Justice'') simply reduces the amount of incoming damage. These two abilities explicitly stack with one another.
* ''TabletopGame/SentinelsOfTheMultiverse'' has a few ways for both heroes and villains to do this. Most of the heroes' damage reduction, is personal, like armor equipment or a power, though some heroes can give someone else damage reduction. Generally, -1 reduction is equipment or a power that can stay out indefinitely without penalty. -2 reduction either only lasts a turn, only affects the next damage taken, or is only applicable to damage of 5 or more. And they can stack. The villains' DR often applies to their whole deck, or a group within their deck. Grand Warlord Voss
takes from any successful attack the cake. For every minion he has out, he reduces all damage to himself by 2, making him effectively invincible if there's more than two or three minions in play.
* In ''TabletopGame/{{Spycraft}}'', damage reduction is the armor mechanic, with "armor" and "armor penetration" forming a parallel defensive system to the usual d20 armor class stuff.
* ''TabletopGame/TunnelsAndTrolls'' (1975) contained the UrExample of this trope in tabletop [=RPGs=], replacing ''D&D''[='=]s (the only other RPG in existence at the time of its release) armor-as-likelihood-to-miss with armor-as-damage-reduction.
* In ''TabletopGame/TheWitcherGameOfImagination'' armour, both natural and crafted, works this way. If the target is hit, the damage
is reduced by both their [[TheSixStats Toughness]] attribute and their armour, barring [[ArmorPiercingAttack a certain value, depending on the type and/or layers of armour. Can lead to situations when no damage is dealt at all. [[BoringButPractical Shields]] are special exceptions]]. 1[[superscript:st]] and 2[[superscript:nd]] Editions allow in this to [[NoSell reduce regard, as they both provide armour value ''and'' rise defenses, making it in the damage same time harder to zero]]; 4[[superscript:th]] Edition adds a ScratchDamage rule.hit their wielders.
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* Gordon's HEV suit in ''VideoGame/HalfLife'' acts like this instead of BodyArmorAsHitPoints. The suit cannot fully stop incoming damage, but it will take the brunt of it so Gordon's health will take less damage. Once the suit's charge is fully depleted, Gordon will start taking full damage.
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** Damage reduction is generally not provided by wearing armor, even magical, which instead reduces the chance of an attack connecting at all. Instead, it's usually a special monster ability, a character class ability, or a magical enhancement. Oftentimes damage reduction has a weakness that bypasses it, usually written as "DR ''Value / Weakness''" For example, silver weapons bypass a werewolf's damage reduction.
** Hardness is a variant used only by inanimate objects, for when players decide to smash down doors, sunder enemy gear, or otherwise wreck their environment. Most objects have little to no armor class and surprisingly little HP compared to a player character. Hardness makes them difficult to actually ''damage''. In theory, this should prevent anyone from just [[DungeonBypass carving a new door through a stone wall]], because standard attacks won't overcome hardness and will never cause hit point damage.
** Energy Resistance is effectively Damage Reduction for certain types of energy attacks, such as acid, cold, electric, fire and sonic.

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** Damage reduction is generally not provided by wearing armor, even magical, which instead reduces the chance of an attack connecting at all. Instead, it's usually a special monster ability, a character class ability, or a magical enhancement. Oftentimes damage reduction has a weakness that bypasses it, usually written as "DR ''Value / Weakness''" For Weakness''"; for example, silver weapons bypass a werewolf's damage reduction.
reduction. Damage reduction generally only applies to attacks with a physical component however, such as a sword or arrow; magical attacks such as the iconic Magic Missile or Fireball ''always'' ignore damage reduction, being covered by Energy Resistance instead.
** Hardness is a variant used only by inanimate objects, for when players decide to smash down doors, sunder enemy gear, or otherwise wreck their environment. Most objects have little to no armor class and surprisingly little HP compared to a player character. Hardness character, ''but'' hardness makes them difficult to actually ''damage''. In theory, this should prevent anyone from just [[DungeonBypass carving a new door through a stone wall]], because standard attacks won't overcome hardness and will never cause hit point damage.
** Energy Resistance is effectively Damage Reduction for certain types of energy attacks, such as acid, cold, electric, fire fire, and sonic.sonic, reducing the incoming damage by a flat amount. Some creatures have it innately (fire doesn't work well on fire-breathing dragons, for instance) and magical items grant it as long they're worn or otherwise in use, whilst other effects like spells or potions can grant it for a limited duration.

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One very important to note is that, most of the time, DR reduces only '''physical''' damage -- that means that, typically, there are one or more ways to get around a DR-based DamageSponge: ElementalPowers almost always bypass DR, and if Magic Damage is different than Physical Damage, suddenly [[BeamSpam spamming the hell outta Magic Missile]] seems like a really, really good idea. Even if neither exist in the setting certain weapons or environment hazards can bypass the effect. DR can also manifest in different types, making some enemies very resistant against magic but weak to physical attacks and so on. Attacks that are specifically designed to ignore DamageReduction tend to be {{Armor Piercing Attack}}s.

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One very important to note is that, most of the time, DR reduces only '''physical''' damage -- that means that, typically, there are one or more ways to get around a DR-based DamageSponge: ElementalPowers almost always bypass DR, and if Magic Damage is different than Physical Damage, suddenly [[BeamSpam spamming the hell outta Magic Missile]] seems like a really, really good idea. Even if neither exist in the setting certain weapons or environment hazards can bypass the effect. DR can also manifest in different types, making some enemies very resistant against magic but weak to physical attacks and so on. Attacks that are specifically designed to ignore DamageReduction Damage Reduction tend to be {{Armor Piercing Attack}}s.


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* ''TabletopGame/WarhammerFantasyRoleplay'': The damage a creature takes from any successful attack is reduced by both their [[TheSixStats Toughness]] attribute and their armour, barring [[ArmorPiercingAttack special exceptions]]. 1[[superscript:st]] and 2[[superscript:nd]] Editions allow this to [[NoSell reduce the damage to zero]]; 4[[superscript:th]] Edition adds a ScratchDamage rule.

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* The ''Franchise/FinalFantasy'' games typically has the Protect and Shell spells, which reduces damage from physical and magical damage respectively.

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* The ''Franchise/FinalFantasy'' games typically has have the Protect and Shell spells, which reduces reduce damage from physical and magical damage respectively.respectively.
* Many bosses in ''VideoGame/FinalFantasyXII'' get a [[TheComputerIsACheatingBastard "hidden" buff]] that takes 30% off the top of any incoming damage once their health drops below a certain point. Both the player characters and enemies can also have an augment that gives a {{Critical Status Buff}} to physical defense.
* The Sentinel class from ''VideoGame/FinalFantasyXIII'' has abilities that reduce incoming damage with an added effect such as healing or a counter-attack. Combined with DrawAggro abilities, this lets Sentinels soak up massive numbers of attacks for the rest of the party. One ability, Steelguard, further reduces incoming damage with each successive hit until enemy attacks are completely blocked.



* ''VideoGame/FinalFantasyTacticsAdvance'' and ''VideoGame/FinalFantasyTacticsA2'' have buffs that directly increase the defense and resistance stats. The Blue Mage's Mighty Guard spell, learned from dragon-type enemies, bestows both. Their effects also stack with Protect and Shell.




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* In ''VideoGame/KingdomHeartsChainOfMemories'', the Defender enemy card grants a single-use buff that reduces incoming physical damage while the Ursula card reduces incoming magic damage. Their effects are even respectively named after the Protect and Shell spells of ''Final Fantasy'' fame. They're also MutuallyExclusivePowerups since only one enemy card can be active at a time.
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[[quoteright:310:[[Manga/MahouSenseiNegima https://static.tvtropes.org/pmwiki/pub/images/testing.png]]]]

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[[quoteright:310:[[Manga/MahouSenseiNegima [[quoteright:310:[[Manga/NegimaMagisterNegiMagi https://static.tvtropes.org/pmwiki/pub/images/testing.png]]]]
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* ''TabletopGame/DarkHeresy'', ''TabletopGame/RogueTrader'', and ''TabletopGame/{{Deathwatch}}'' all have this in the form of both Armor and Toughness. Very few attacks ignore this, though many weapons have Armor Penetration (which ignores a certain amount of Armor) and some have the Felling quality (which ignores a certain amount of "Unnatural Toughness"). Their parent game, ''TabletopGame/{{Warhammer 40000}}'', uses a combination of Toughness Values and Armor Saves, though it's a certain chance to ignore damage, rather than reducing it. The FeelNoPain rule is described in the fluff as a more straight example, but again it's an additional chance to ignore damage[[note]]going by Dungeons and Dragons again, it's basically [=DR33% /=] [[ChunkySalsaRule Instant Death weapons]][[/note]].

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* ''TabletopGame/DarkHeresy'', ''TabletopGame/RogueTrader'', and ''TabletopGame/{{Deathwatch}}'' all have this in the form of both Armor and Toughness. Very few attacks ignore this, though many weapons have Armor Penetration (which ignores a certain amount of Armor) and some have the Felling quality (which ignores a certain amount of "Unnatural Toughness"). Their parent game, ''TabletopGame/{{Warhammer 40000}}'', uses a combination of Toughness Values and Armor Saves, though it's a certain chance to ignore damage, rather than reducing it. The FeelNoPain rule is described in the fluff as a more straight example, but again it's an additional chance to ignore damage[[note]]going damage.[[note]]Going by Dungeons and Dragons again, it's basically [=DR33% /=] [[ChunkySalsaRule Instant Death weapons]][[/note]].weapons]].[[/note]]



** ''VideoGame/Fallout4'' removes Damage Threshold again and changes Damage Resistance from a fixed percentage reduction per point to [[https://fallout.fandom.com/wiki/Damage_Resistance#Fallout_4 a more complicated formula]], generating a percentage reduction based on the ratio of damage over Damage Resistance. The result is that [[ScratchDamage no finite amount of Damage Resistance will fully negate any attack]] and adding together many sources of DR suffers from tremendous DiminishingReturnsForBalance.

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** ''VideoGame/Fallout4'' removes Damage Threshold again and changes Damage Resistance from a fixed percentage reduction per point to [[https://fallout.fandom.com/wiki/Damage_Resistance#Fallout_4 a more complicated formula]], formula]] generating a percentage reduction based on the ratio of damage over Damage Resistance. The result is that [[ScratchDamage no finite amount of Damage Resistance will fully negate any attack]] and adding together many sources of DR suffers from tremendous DiminishingReturnsForBalance.
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** 5th edition streamlines the above into damage resistance, which halves any damage a creature takes from the specified damage type(s), and damage thresholds, which make an object immune to any attack whose damage does not equal or exceed the value of the damage threshold (and makes the object take full damage from attacks that ''do'' beat the threshold).

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** 5th edition streamlines the above into damage resistance, which halves any damage a creature takes from the specified damage type(s), and damage thresholds, which make an object immune to any attack whose damage does not equal or exceed the value of the damage threshold (and makes the object take full damage from attacks that ''do'' beat the threshold). The one remaining vestige of 3.5’s damage reduction rules is the Heavy Armor Master feat, which reduces all non-magical bludgeoning, piercing and slashing damage that you take while wearing heavy armor by 3 points.
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** 5th edition streamlines the above into damage resistance, which halves any damage a creature takes from the specified damage type(s), and damage thresholds, which make an object immune to any attack whose damage does not equal or exceed the value of the damage threshold (and makes the object take full damage from attacks that ''do'' beat the threshold).
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* In ''VideoGame/CryingSuns'', the Armoured Hull auxiliary system halves all damage your battleship takes until its first [[MultipleLifeBars hull bar]] goes down.
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** ''VideoGame/Fallout3'' only used Damage Resistance, but ''VideoGame/NewVegas'' brought back Damage Threshold with one quirk: It reversed the calculation order, so that DR reduces incoming damage before DT. Appropriately, DR is a lot harder to come by, banished to the realms of Med-X and [[SecretAIMoves select NPCs]], but stacking multiple chems while wearing good armor can make you an ImplacableMan. Another change is that the [[ScratchDamage minimum]] amount of damage you can take is 20%, rather than the 15% of ''Fallout 3''[[labelnote:Technically]]DT alone can only reduce damage by 80%, but this is after the reduction from Damage Resistance (which still has the 85% cap). Max DT and DR can thus stack together, reducing final damage to a whopping '''3'''%.[[/labelnote]].

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** ''VideoGame/Fallout3'' only used Damage Resistance, but ''VideoGame/NewVegas'' ''VideoGame/FalloutNewVegas'' brought back Damage Threshold with one quirk: It reversed the calculation order, so that DR reduces incoming damage before DT. Appropriately, DR is a lot harder to come by, banished to the realms of Med-X and [[SecretAIMoves select NPCs]], but stacking multiple chems while wearing good armor can make you an ImplacableMan. Another change is that the [[ScratchDamage minimum]] amount of damage you can take is 20%, rather than the 15% of ''Fallout 3''[[labelnote:Technically]]DT alone can only reduce damage by 80%, but this is after the reduction from Damage Resistance (which still has the 85% cap). Max DT and DR can thus stack together, reducing final damage to a whopping '''3'''%.[[/labelnote]].
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** Armour in the isometric ''VideoGame/Fallout1'' titles typically have two stats for each type of damage: Damage Threshold and Damage Resistance. Damage Threshold reduces damage received by a certain amount for each attack, while Damage Resistance reduces what's left by a percentage. (Armor also adds to Armor Class,

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** Armour in the isometric ''VideoGame/Fallout1'' titles typically have two stats for each type of damage: Damage Threshold and Damage Resistance. Damage Threshold reduces damage received by a certain fixed amount for each attack, while Damage Resistance reduces what's left by a percentage. (Armor also adds to Armor Class,



**

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** ''VideoGame/Fallout4'' removes Damage Threshold again and changes Damage Resistance from a fixed percentage reduction per point to [[https://fallout.fandom.com/wiki/Damage_Resistance#Fallout_4 a more complicated formula]], generating a percentage reduction based on the ratio of damage over Damage Resistance. The result is that [[ScratchDamage no finite amount of Damage Resistance will fully negate any attack]] and adding together many sources of DR suffers from tremendous DiminishingReturnsForBalance.

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** Damage reduction is generally not provided by wearing armor, even magical. Instead, it's usually a special monster ability, a character class ability, or a magical enhancement. Oftentimes damage reduction has a weakness that bypasses it, usually written as "DR ''Value / Weakness''" For example, silver weapons bypass a werewolf's damage reduction.

to:

** Damage reduction is generally not provided by wearing armor, even magical.magical, which instead reduces the chance of an attack connecting at all. Instead, it's usually a special monster ability, a character class ability, or a magical enhancement. Oftentimes damage reduction has a weakness that bypasses it, usually written as "DR ''Value / Weakness''" For example, silver weapons bypass a werewolf's damage reduction.



* Armour in ''VideoGame/{{Fallout}}'' titles typically have two stats for each type of damage: Damage Threshold and Damage Resistance. Damage Threshold reduces damage received by a certain amount for each attack, while Damage Resistance reduces what's left by a percentage. ''Fallout 3'' only used Damage Resistance, but ''New Vegas'' brought back Damage Threshold with one quirk: It reversed the calculation order, so that DR reduces incoming damage before DT. Appropriately, DR is a lot harder to come by, banished to the realms of Med-X and [[SecretAIMoves select NPCs]], but stacking multiple chems while wearing good armor can make you an ImplacableMan. Another change is that the [[ScratchDamage minimum]] amount of damage you can take is 20%, rather than the 15% of ''Fallout 3''[[labelnote:Technically]]DT alone can only reduce damage by 80%, but this is after the reduction from Damage Resistance (which still has the 85% cap). Max DT and DR can thus stack together, reducing final damage to a whopping '''3'''%.[[/labelnote]]. Of course you could always mod it...

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* ''VideoGame/{{Fallout}}'':
**
Armour in ''VideoGame/{{Fallout}}'' the isometric ''VideoGame/Fallout1'' titles typically have two stats for each type of damage: Damage Threshold and Damage Resistance. Damage Threshold reduces damage received by a certain amount for each attack, while Damage Resistance reduces what's left by a percentage. ''Fallout 3'' (Armor also adds to Armor Class,
** ''VideoGame/Fallout3''
only used Damage Resistance, but ''New Vegas'' ''VideoGame/NewVegas'' brought back Damage Threshold with one quirk: It reversed the calculation order, so that DR reduces incoming damage before DT. Appropriately, DR is a lot harder to come by, banished to the realms of Med-X and [[SecretAIMoves select NPCs]], but stacking multiple chems while wearing good armor can make you an ImplacableMan. Another change is that the [[ScratchDamage minimum]] amount of damage you can take is 20%, rather than the 15% of ''Fallout 3''[[labelnote:Technically]]DT alone can only reduce damage by 80%, but this is after the reduction from Damage Resistance (which still has the 85% cap). Max DT and DR can thus stack together, reducing final damage to a whopping '''3'''%.[[/labelnote]]. Of course you could always mod it...[[/labelnote]].
**
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** Armor works by subtracting 5 from any instance of incoming damage, or halving it, depending on which would result in damage reduction having the lesser effect.

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** Armor works by subtracting 5 3 ([[{{Nerf}} previously 5]]) from any instance of incoming damage, [[ScratchDamage or halving it, it]], depending on which would result in damage reduction having the lesser effect.

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* Armor in ''VideoGame/{{Overwatch}}'' works by subtracting 5 from any instance of incoming damage, or halving it, depending on which would result in damage reduction having the lesser effect.

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* ''VideoGame/{{Overwatch}}'':
**
Armor in ''VideoGame/{{Overwatch}}'' works by subtracting 5 from any instance of incoming damage, or halving it, depending on which would result in damage reduction having the lesser effect.
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* ''TabletopGame/DungeonsAndDragons'' makes extensive use of this trope. Damage reduction is generally not provided by wearing armor, even magical, and is usually an ability granted to monsters. Said monsters oftentimes have a weakness that bypasses their DR, usually written as "DR ''Value / Weakness''"[[labelnote:*]]Read as: Damage reduction: the first X points of damage are completely ignored. If the damage source is from the weakness, however, take full damage[[/labelnote]]. Some materials or enchantments do provide DR on equipment and some class features also grant it.
** Hardness is a variant used only by inanimate objects, for when players decide to smash down doors, sunder enemy gear, or otherwise wreck their environment. Most objects have little to no armor class and surprisingly little HP compared to a player character. Hardness makes them difficult to actually ''damage''. In theory, this should prevent anyone from just [[DungeonBypass carving a new door through a wall]], because standard attacks won't overcome hardness and will never cause hit point damage; in practice, most characters can easily overcome the hardness of stone and players agree to not abuse those rules most of the time.
** Early versions of ''D&D'' averted the trope. A creature hit by an attack would most often take either full damage normally or else be flat-out '''immune''' no matter how hard it would have otherwise been hit (the latter in particular with regard to insufficiently magical weapon attacks); some cases of half damage would pop up as well, but generally no fixed resistance values whatsoever. It took until the third edition for D&D to employ DR as seen today, long after other games had already used the mechanic for years.
** "Damage reduction" applies to weapon attacks only; energy attacks (acid, cold, electric, fire, and sonic) ignore it. To reduce damage from fireballs and lightning bolts, you need "energy resistance", often provided by spells or as a special quality of creatures. Speaking of which, natural resistance to sonic damage is quite rare.

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* ''TabletopGame/DungeonsAndDragons'' makes extensive use of this trope. trope starting in Third Edition. Damage reduction and related concepts reduce the damage of each attack, making it more effective against a large number of lighter attacks than a few powerful attacks.
**
Damage reduction is generally not provided by wearing armor, even magical, and is magical. Instead, it's usually an ability granted to monsters. Said monsters oftentimes have a special monster ability, a character class ability, or a magical enhancement. Oftentimes damage reduction has a weakness that bypasses their DR, it, usually written as "DR ''Value / Weakness''"[[labelnote:*]]Read as: Damage reduction: the first X points of Weakness''" For example, silver weapons bypass a werewolf's damage are completely ignored. If the damage source is from the weakness, however, take full damage[[/labelnote]]. Some materials or enchantments do provide DR on equipment and some class features also grant it.
reduction.
** Hardness is a variant used only by inanimate objects, for when players decide to smash down doors, sunder enemy gear, or otherwise wreck their environment. Most objects have little to no armor class and surprisingly little HP compared to a player character. Hardness makes them difficult to actually ''damage''. In theory, this should prevent anyone from just [[DungeonBypass carving a new door through a stone wall]], because standard attacks won't overcome hardness and will never cause hit point damage; in practice, most characters can easily overcome the hardness of stone and players agree to not abuse those rules most of the time.
damage.
** Early versions of ''D&D'' averted the trope. A creature hit by an attack would most often take either full damage normally or else be flat-out '''immune''' no matter how hard it would have otherwise been hit (the latter in particular with regard to insufficiently magical weapon attacks); some cases of half damage would pop up as well, but generally no fixed resistance values whatsoever. It took until the third edition Energy Resistance is effectively Damage Reduction for D&D to employ DR as seen today, long after other games had already used the mechanic for years.
** "Damage reduction" applies to weapon attacks only;
certain types of energy attacks (acid, attacks, such as acid, cold, electric, fire, fire and sonic) ignore it. To reduce damage from fireballs and lightning bolts, you need "energy resistance", often provided by spells or as a special quality of creatures. Speaking of which, natural resistance to sonic damage is quite rare.sonic.
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* Most of the above applies in ''TabletopGame/{{Pathfinder}}'' as well, but with an extra wrinkle: some creatures, most often [[ScienceFantasy Numerian robots]], have hardness that combined DR and energy resistance -- excluding specific weaknesses and {{Armor Piercing Attack}}s, ''everything'' does reduced damage.
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* Armour in ''VideoGame/{{Fallout}}'' titles typically have two stats for each type of damage: Damage Threshold and Damage Resistance. Damage Threshold reduces damage received by a certain amount for each attack, while Damage Resistance reduces what's left by a percentage. ''Fallout 3'' only used Damage Resistance, but ''New Vegas'' brought back Damage Threshold with one quirk: It reversed the calculation order, so that DR reduces incoming damage before DT. Appropriately, DR is a lot harder to come by, banished to the realms of Med-X and [[SecretAIMoves select NPCs]], but stacking multiple chems while wearing good armor can make you an ImplacableMan. Another change is that the [[ScratchDamage minimum]] amount of damage you can take is 20%, rather than the 15% of ''Fallout 3''[[labelnote:Technically]]DT alone can only reduce damage by 80%, but this is after the reduction from Damage Resistance (which still has the 85% cap). Max DT and DR can thus stack together, reducing final damage to a whopping '''3'''%.[[labelnote]]. Of course you could always mod it...

to:

* Armour in ''VideoGame/{{Fallout}}'' titles typically have two stats for each type of damage: Damage Threshold and Damage Resistance. Damage Threshold reduces damage received by a certain amount for each attack, while Damage Resistance reduces what's left by a percentage. ''Fallout 3'' only used Damage Resistance, but ''New Vegas'' brought back Damage Threshold with one quirk: It reversed the calculation order, so that DR reduces incoming damage before DT. Appropriately, DR is a lot harder to come by, banished to the realms of Med-X and [[SecretAIMoves select NPCs]], but stacking multiple chems while wearing good armor can make you an ImplacableMan. Another change is that the [[ScratchDamage minimum]] amount of damage you can take is 20%, rather than the 15% of ''Fallout 3''[[labelnote:Technically]]DT alone can only reduce damage by 80%, but this is after the reduction from Damage Resistance (which still has the 85% cap). Max DT and DR can thus stack together, reducing final damage to a whopping '''3'''%.[[labelnote]].[[/labelnote]]. Of course you could always mod it...
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None


* Armour in ''VideoGame/{{Fallout}}'' titles typically have two stats for each type of damage: Damage Threshold and Damage Resistance. Damage Threshold reduces all damage received by a certain amount, while Damage Resistance reduces what's left by a percentage. ''Fallout 3'' only used Damage Resistance, but ''New Vegas'' brought back Damage Threshold with one quirk. It reversed the calculation order, so that DR reduces incoming damage before DT. Appropriately, DR is a lot harder to come by, banished to the realms of Med-X and [[TheComputerIsACheatingBastard select NPCs]]. Another change is that the [[ScratchDamage minimum]] amount of damage you can take is 20%, rather than the 15% of ''Fallout 3''. Of course you could always mod it...

to:

* Armour in ''VideoGame/{{Fallout}}'' titles typically have two stats for each type of damage: Damage Threshold and Damage Resistance. Damage Threshold reduces all damage received by a certain amount, amount for each attack, while Damage Resistance reduces what's left by a percentage. ''Fallout 3'' only used Damage Resistance, but ''New Vegas'' brought back Damage Threshold with one quirk. quirk: It reversed the calculation order, so that DR reduces incoming damage before DT. Appropriately, DR is a lot harder to come by, banished to the realms of Med-X and [[TheComputerIsACheatingBastard [[SecretAIMoves select NPCs]]. NPCs]], but stacking multiple chems while wearing good armor can make you an ImplacableMan. Another change is that the [[ScratchDamage minimum]] amount of damage you can take is 20%, rather than the 15% of ''Fallout 3''.3''[[labelnote:Technically]]DT alone can only reduce damage by 80%, but this is after the reduction from Damage Resistance (which still has the 85% cap). Max DT and DR can thus stack together, reducing final damage to a whopping '''3'''%.[[labelnote]]. Of course you could always mod it...

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