On page 152 of the nWoD core-book I have, the "Attack Dice Pools" section states:
[…]
Meanwhile, your character's target more than likely tries to avoid being harmed, and may wear protective gear of some kind. In close combat, the target's Defense trait and the rating of any applicable armor worn is subtracted from your attack dice pool.
And again on page 166:
[…]
The rating of any protective gear is automatically subtracted from the dice pool of an incoming attack. If your character wears armor rated 3, three dice are removed from the attacker's dice pool.
On page 170, under the Armor Chart, Leather (Hard) is listed as 1/0 for rating, 2 for Strength, -1 for Defense, 0 for Speed.
The two values of contention here are the rating and defense.
Defense: The penalty imposed on your character's defense trait for the armor worn.
By the rules here, if I am understanding correctly, the "Leather (Hard)" would subtract 1 die from the attacker's pool (because of its rating) and the defending player (the player with the armor) would also take a -1 to their defense; this would negate the benefits of the armor. The same would apply to "Chainmail" and "Plate" would only have an effective bonus of 1.
To put succinctly, is my understanding of how the armor applies to a defender correct?
I do not know what edition I have.
Best Answer
You read the rules right, Armor in the nWoD (at least in 1e, which I am familiar with) works exactly the same as Defense, but with one key difference: it is not Defence. I know that statement seems odd, but it is important for numerous abilities, which I will touch on here:
All-Out Attack and charging (Core, p. 157 and p. 164):
This is available for everyone, and quickly establishes why Armor can be fantastic. An heavily-armored landsknecht can go all-out with attacks every round because his armor does the job of his defence, while a lightly-armored fencer cannot afford to, or he can charge to cover more ground while still having damage reduction (even if Speed is reduced by the armor).
Environmental Conditions (Core, p. 155)
Since melee attacks will be a significant portion of a medieval system, not losing your primary defenses when knocked prone or surprised or attacked by multiple opponents would be very beneficial. Armor takes the attacker from +2 (for being prone) to being +2 minus the Armor rating. A lesser use for it is for drawing weapons; drawing a weapon and using it in the same turn gives up Defense for that turn (without Quick Draw, of course), which doesn't hit someone who uses Armor as much. Other things that can reduce or eliminate Defense, but not Armor, include tear gas (not likely to see), the Feint Merit from Fencing, and the Destroy Defense Merit from Boxing and Kung Fu (Armory Reloaded).
Ranged attacks ignoring Defense (Core, p. 155; Armory, p. 90):
As you can see, Armor has another use in deflecting fire from arrows and bolts, which form a not-insignificant part of medieval warfare.
Better use of Merits
Rather than finding the quotes, I will simply list the various Merits that require sacrifice of Defense (there might be more in the Werewolf/Vampire/Mage/etc. books, I mainly know core and Hunter):
All told, Armor can have excellent benefits over Defense. Characters of that period who wish to maximize benefits from it are most likely to have Merit families like Two Weapons, Langschwert (and especially Armored fighting), or Berserker, but every melee-based character can benefit from all-out attacks and charging.
To specifically address your confusion on Leather (Hard) armor, you do not get a net bonus to your damage prevention, but you do get to keep the same bonus through many actions that would otherwise leave you defenseless. If you want an extra bonus, look at the leather armor from Armory, p. 177. It is the same as Core, but:
and also offers heavier armor!