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Why is armor less emphasized?
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<blockquote data-quote="Moonstone Spider" data-source="post: 3364081" data-attributes="member: 40079"><p>I was playing around with concepts the other day trying to make a character based around having a sort of family artifact armor. In short order I realized that while there's a ton of classes, feats, and PrCs based around a special weapon, there aren't any (that I noticed anyway, I'm sure somebody will post something even if it's 3rd party) based around armor. There's no Soulshield counter to the Soulknife, no Kensai of armor, and no exotic armor master (Or, for that matter, exotic armors to be a master of). The legacy items are almost entirely weapons with two or three gloves and armors and such mixed in.</p><p></p><p>Mechanically this seems enforced, I'd need thousands of feats to be proficient with every weapon yet only three to be proficient with every armor, with a few more for shields. Armor and shield enchantments are cheaper than weapon enchantments and there seems to be far fewer of them and less interesting ones (subjective call from me, natch).</p><p></p><p>Is this simply because most players find magic fancy armor less cool and interesting than a magic exotic weapon, or a mechanical part of the system that makes it inherently less reasonable to base a character around his armor? Or is it simply a conceptual hole that, for some bizarre reason nobody ever bothered to fill?</p></blockquote><p></p>
[QUOTE="Moonstone Spider, post: 3364081, member: 40079"] I was playing around with concepts the other day trying to make a character based around having a sort of family artifact armor. In short order I realized that while there's a ton of classes, feats, and PrCs based around a special weapon, there aren't any (that I noticed anyway, I'm sure somebody will post something even if it's 3rd party) based around armor. There's no Soulshield counter to the Soulknife, no Kensai of armor, and no exotic armor master (Or, for that matter, exotic armors to be a master of). The legacy items are almost entirely weapons with two or three gloves and armors and such mixed in. Mechanically this seems enforced, I'd need thousands of feats to be proficient with every weapon yet only three to be proficient with every armor, with a few more for shields. Armor and shield enchantments are cheaper than weapon enchantments and there seems to be far fewer of them and less interesting ones (subjective call from me, natch). Is this simply because most players find magic fancy armor less cool and interesting than a magic exotic weapon, or a mechanical part of the system that makes it inherently less reasonable to base a character around his armor? Or is it simply a conceptual hole that, for some bizarre reason nobody ever bothered to fill? [/QUOTE]
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Why is armor less emphasized?
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