I've decided to implement the SW Saga rules for having Initiative as a skill for my D&D game and also made a few other skill related conversions (Spot and Listen into Perception, Hide and Move Silent into Stealth). I also decided to implement the rule in SWSE about how the ACP is a flat -2 for light armor, -5 for medium and -10 for heavy armors.
My players were ok with the rules up until the ACP. What gives? Are these really that excessive?
I like the base numbers and not having to look up the ACP for a specific armor, rather than just having to know if its -2, -5 or -10. That makes things hella convenient. Should I dump my preference and go with the players that are in an uproar? Or stick to my decision. It seems with the mithril special material and various enchantments that ACP could be mitigated to a point--but, especially for initiative, someone in plate armor shouldn't be moving faster than someone else (of equal level) unarmored without investing some decent cash or magic in that armor.
My players were ok with the rules up until the ACP. What gives? Are these really that excessive?
I like the base numbers and not having to look up the ACP for a specific armor, rather than just having to know if its -2, -5 or -10. That makes things hella convenient. Should I dump my preference and go with the players that are in an uproar? Or stick to my decision. It seems with the mithril special material and various enchantments that ACP could be mitigated to a point--but, especially for initiative, someone in plate armor shouldn't be moving faster than someone else (of equal level) unarmored without investing some decent cash or magic in that armor.