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Armor System Revamp EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Armor System Revamp

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What changes if any should be made to the armor system?
No Changes
Armor System Revamp I_vote_lcap0%Armor System Revamp I_vote_rcap
 0% [ 0 ]
Higher Requirements for Use
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Harder Penalties for Use
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Increased Penalties vs One Damage Type
Armor System Revamp I_vote_lcap33%Armor System Revamp I_vote_rcap
 33% [ 2 ]
Critical Damage
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 50% [ 3 ]
Armor Value Per Piece
Armor System Revamp I_vote_lcap17%Armor System Revamp I_vote_rcap
 17% [ 1 ]
Other
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Total Votes : 6
 
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SgtSarros
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SgtSarros


Posts : 582
Join date : 2017-09-20
Age : 45
Location : Near the north pole

Armor System Revamp Empty
PostSubject: Armor System Revamp   Armor System Revamp EmptySat Oct 31, 2020 3:20 am

As time has gone on with the RP we have seen how armor can make a major difference in combat. However the armor system was put in back when the average damage being done was far higher then it is now. As such, those few who can wear plate mail easily are so well protected that in some battles GMs have to choose between damage that will harm someone in plate, or damage that won't take out everyone else in one or two hits.

There has also been requests for new armor types in the RP, but it is hard to add them in without making this problem worse. This includes Bracers, Shields and so forth. This leaves us several options on how to proceed and that will be the poll for November.

I'd like people's opinions on how they'd like to see armor revamped in the RP, or if they even want it at all.


Option 1: Keep armor as is, which would mean armor has two different values dependent on chest armor or full body. Shields and bracers have no armor benefit.

Option 2: Increased requirements to wear higher tier armors. While this means less people can wear it, I feel the problem would still remain.

Option 3: Increased penalties for heavier armor. Including race restrictions, added stat or movement penalties, and so forth. This may not fix the problem as much as turn people off of the armor.

Option 4: Increased weaknesses. Make it so most armor types are stronger or weaker vs one type of damage ( Blunt, Slashing, Piercing ) to make them more varied. Alternatively, metal armor could cause increased damage from some magics..

Option 5: Critical Hits damage armor. this could be anything from less protection vs the damage type that caused the critical hit, to reduced armor in general, until the armor has been fixed in town.While the most realistic option, could make keeping track of damage a bit more complicated for some.

Option 6: Have armor value affected by piece of equipment worn. Plate chest, leather hat, studded sleeves.... create your own style! The problem with this option however is it has the potential to cause mathematical nightmares.

Option 7: Other. Give an idea below!


Last edited by SgtSarros on Tue Nov 24, 2020 4:55 pm; edited 1 time in total
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Feralis
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Armor System Revamp Empty
PostSubject: Re: Armor System Revamp   Armor System Revamp EmptySat Oct 31, 2020 1:53 pm

Coming from a D&D background, we had to devise a system like option 4 to keep people from piling on plate or something similar with high AC. It's like... Sure, normal arrows and slashing/cutting weapons won't do much, but a blunt club/mace or a morningstar is going to absolutely ruin your day (and your armor).

Which kinda leads into option 5 as well. While it could be more complicated, it makes sense that critical strikes would affect the armor's ability to protect. After all, it just absorbed a massive hit and protected the user from the brunt of the damage. But could it do so a second time with the same effectiveness? Proooobably not.

Could even combine the two... Perhaps an armor with a certain physical or elemental weakness is more prone to critical strikes.

But that's my two cents. Option 4 and 5.
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