As a design exercise, I've been messing around with a tabletop RPG of Skyrim. It's been really productive to get away from my preferences (d20, a few good rules, story-focused) into stranger design territory (d100, no attributes, many skills). Along the way, I got thinking about a rule for Armor— Armor Pool You have a pool of HP and a pool of Armor. When you take damage, you lose Armor. If your Armor is 0, you lose HP. Some damage— like critical hits, fire, and magic— bypass your Armor and you lose HP directly. During a rest, you can recover HP. But your Armor can only be repaired in a settlement. I like this because it's piecemeal, degrades, and dead simple to track. It also gives Players another reason to leave the dungeon (or wilderness) and visit town. That's it. It's a new idea to me, but I'm sure systems already use it. Let me know below.