:O thanks! [senpai-noticed-me-meme.jpg]
I never got to update it to the latest edition; might try to do that sometime in the future :]
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Hi there!
The 24XX system doesn't have hit points, armor class or a difficulty to hit or harm in combat. When the GM says something's risky and a PC wants to try anyway, then there's a dice roll. If a disaster occurs, then the GM describes a negative outcome or condition. Your PC can die only if the GM declares that there's risk of death beforehand. But yeah, that means that you could die in a single action if you roll badly.
That's where the Defense mechanic comes in: it lets you "break" an item you have (as long as it makes sense in the fiction) to turn a hit (which could be lethal) into a minor hindrance (which could give you a penalization to future related rolls).
This is how it works in most 24XX games. The main difference in DYING SUN is that you can wear many "localized" pieces of armor in different body parts (normally 3, tho warriors can wear 5). Which, if you abstract it as resources, it kinda works like hit points when you decide to break them in order to avoid harm.
So, to answer your question, each piece of armor you are wearing is there to break when you are about to get hit. If you don't have any more, you are defenseless, so better repair or craft more protection!
Another particularity of DYING SUN is that items have a material quality. Low/med quality items might break from wear or on bad rolls (this gives the GM "permission" to spend your resources and make you gather/craft more often... Think a la Zelda: Breath of the Wild). Which does balance out with the fact of being able to be wearing so many pieces of armor ( because it might break even if you are not using them as defense to avoid a hit).
If you need more clarification, don't hesitate to ask ☺️. I would also recommend you check the 2400 emergency rules (which is free) https://jasontocci.itch.io/2400 where the creator of the 2400 system explains more in depth the nuisances of the mechanics.