01-11-2016, 02:08 PM
One of the largest possible rules changes currently on the table is a rework of the way armour works in Underworld. Before I lay out the proposal that is on the table I want to point out some of the reasons I think armour needs to change, and some of the major challenges in doing so.
Armour System Proposal
1. When a player's armour is breached, the total armour value is reduced to a percentage of the current total value. The working value is 50%. This armour reduction will compound with further breaches, although a minimum value will likely be implemented.
Example: Jim has 100 points of armour. His armour is breached in combat reducing his total armour value to 50. Jim has a smith repair his armour up to it's new max value then plunges back into the battle. Unfortunately he is soon breached again and when he returns to the smith, he is only able to be repaired up to 25 armour points.
2. Masterwork armour will resist one breach, and Legendary will resist a number of breaches.
3. A smith may take a player's armour reps to a workshop and perform a specified duration of roleplay to repair breaches, or reset the breach resistance of masterwork/Legendary Armour. There will be no PP required to do so, and will likely not cost RM either.
4. Battlefield repair can be used to quickly repair breaches or reset resists on armour that a player is wearing
5. A blacksmith refitting armour on the battlefield may only have 1 assistant which will reduce the speed at which armour is refit in combat.
6. Legendary armour will no longer add an additional point of armour per location.
- There can exist a vast disparity between the armour values of a heavily armoured and lightly armoured character.
- With only the slightest amount of battlefield management, PCs are able to have unlimited armour points causing an unfair inflation to the value of body damage and hard disables.
- Unlimited armour makes battles of attrition nearly impossible.
- The breach system as it exists now is largely irrelevant .
- Repairing armour that someone is wearing is pretty silly.
Armour System Proposal
1. When a player's armour is breached, the total armour value is reduced to a percentage of the current total value. The working value is 50%. This armour reduction will compound with further breaches, although a minimum value will likely be implemented.
Example: Jim has 100 points of armour. His armour is breached in combat reducing his total armour value to 50. Jim has a smith repair his armour up to it's new max value then plunges back into the battle. Unfortunately he is soon breached again and when he returns to the smith, he is only able to be repaired up to 25 armour points.
2. Masterwork armour will resist one breach, and Legendary will resist a number of breaches.
3. A smith may take a player's armour reps to a workshop and perform a specified duration of roleplay to repair breaches, or reset the breach resistance of masterwork/Legendary Armour. There will be no PP required to do so, and will likely not cost RM either.
4. Battlefield repair can be used to quickly repair breaches or reset resists on armour that a player is wearing
5. A blacksmith refitting armour on the battlefield may only have 1 assistant which will reduce the speed at which armour is refit in combat.
6. Legendary armour will no longer add an additional point of armour per location.