01-11-2016, 06:01 PM
There is a really important point that is being missed in this thread, and that is that changing how effective armour is allows us to go back and re-work the monster manual to reduce the damage and power disparity of higher and lower level monsters.
Your 10 armour is going to seem (slightly) more useful when NPCs swing for 3 instead of 6.
I would also add that smithing and the unlimited armour we have now is the major flaw, but wearing less armour shouldn't somehow now become more favourable than wearing lots of armour via adapted breach mechanics, and I'm not convinced of the merits of writing armour rules to see anything but a linear investment-to-survivability return. Yes, some races will be hit harder (fire elf, wild elf), but overall combat will hopefully be more immersive, dangerous, and perhaps not necessarily the first go-to option anymore.
Your 10 armour is going to seem (slightly) more useful when NPCs swing for 3 instead of 6.
I would also add that smithing and the unlimited armour we have now is the major flaw, but wearing less armour shouldn't somehow now become more favourable than wearing lots of armour via adapted breach mechanics, and I'm not convinced of the merits of writing armour rules to see anything but a linear investment-to-survivability return. Yes, some races will be hit harder (fire elf, wild elf), but overall combat will hopefully be more immersive, dangerous, and perhaps not necessarily the first go-to option anymore.
OOG: Constantine Collias

