In SR5, Armor was too important, especially worn armor. The difference between running unarmored and running with the standard optimized combination of Sleeping Tiger, Ballistic Masks, Nutsack Protectors and whatnot was extreme. Considering a standard human with 3 Body and an armored Jacket (12): That´s 80% of the Soak roll determined by Armor. Worn Armor, to be precise. If that Human had, let´s say,
Dermal Plating with a Rating of 1, that would still only add one die, which is more or less neglegible in comparison. And this is the ratio for a pretty standard, underoptimized build, without the really broken stuff like Cyberlimb Armor or Hardened Armor.
Making (worn) Armor less impactfull could be a step in the right direction.
However: Making Armor do
absolutely nothing to protect against damage and instead make it about Edge just doesn´t seem like the right way to do it. Like, at all. How about just - wild idea, I know! - changing the balance by adjusting the damage values and the values of worn armor? Or just make armor act as a straight damage reduction?
