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(01-11-2016, 03:04 PM)Lilith Caia Wrote: It certainly makes breaches more relevant to higher AP players - while also making things significantly more difficult for low AP players. And high AP players don't breach nearly as much (you can wait until you're just at 30 and then go get fixed). So... eh? It's way easier to avoid breaches if you have high AP. Not very helpful for the goal of evening the playing field.
I can't think of any equation that would gradually cause more armor to be lost and be easily remembered by a player. You could maybe make a table and just be explicit with the number lost.
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I think just having a limit on the number of smiths that can work on a subject at once would be enough.
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so when are we nerfing magic and body weapons?
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i'm going to go with the only legit argument a pro armour player can have "fuck off don't nerf my armour!"
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Wait a Tic, when a layered suit is breached, does not each of the layers breach? Say, if you were wearing plate on chain on leather, wouldn't each one of those breach separately?
Regardless, my recommendation on the armour rules is as follows. If the player is layering armour, then any covered armour would be worth a maximum of 1 point per location, and studded leather and leather would not stack.
This way, it is still worth it to wear chain, and layering has a very tangible benefit to the player, it just has some diminishing marginal returns.
In this sense, with 28 locations, a player might have 112 points of plate armour, and 56 total in other armours, reducing the max to 168, down from 280 which is the current max.
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Also: Maybe we could make some of the locations be worth a 1/2 location, so we can round out the number of locations to 25?
If we combined the abdominal locations form four to two, and the upper back from two to one, we could then have 25 locations,
combined with the system I proposed above, that makes the max armour available to a player 150 pts of armour. which is still fucking awesome.
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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.
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The problem i find with combing torso regions is that will affect some more than others.
If someone who weights 200+ gets a chain hauberk they spend a lot more than someone who is 130 lbs due to material cost. Combining the smaller locations like helm or arms would be a more fair trade off imho.
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The best solution I can think of for armour that is both fair and reasonable to everyone is
remove helper smiths
rework heavy armour to instead of allow 2 layers it allows an additional 50 armour points and base armour points are also 50.
With that we don't have 200+ armour people re-smithed in a minute and we also require more CP to get to that armour state