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Action Economy and Why Magic-Users Don't Wear Armor
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<blockquote data-quote="Crusadius" data-source="post: 8401410" data-attributes="member: 10980"><p>I agree about proficiency. If you take D&D as an example (and perhaps this applies more to the older editions but the baggage still remains haunting the newer editions) a Fighter can wear any armour whereas a Magic-User cannot. The rules probably hand wave a lot of the explanation but a Fighter would be trained in proper use of armour in battle whereas a Magic-User would have spent <em>all</em> their time learning magic, so a simple "cannot wear armour" rule would suffice.</p><p></p><p>It gets mucky when you start talking about dual-class or multi-class because then the assumption would be that a Fighter/Magic-User <em>can</em> wear armour properly (as an aside, I think the exception regarding Elven-Chain was so that Melf could actually be a Fighter/Magic-User with armour). But the rules, due to the lack of explanation/detail, then prevented a Fighter/Magic-User from wearing armour and being able to cast spells at the same time (barring the aforementioned Elven-Chain exception). No plate-armoured spell-casting walking fortress thank you very much! ... so you get explanations such as "armour restricts your arms so you can't cast spells" which doesn't explain how it affects spells with only verbal components and also should have meant spell-casters must have been performing mystic yoga to cast spells with somatic components (embarrassing themselves on the battlefield performing "Downward-Facing Dog" to get that fireball off) to explain why armour would prevent such spells from being cast.</p><p></p><p>But I digress. I think if your system doesn't go into the detail of spell-casting gestures and what does or doesn't work when wearing restrictive armour, then requiring a spell-caster to acquire proficiency in armour-use to get around not being able to cast spells while wearing armour should be enough, and warriors should automatically be given proficiency in armour-use.</p></blockquote><p></p>
[QUOTE="Crusadius, post: 8401410, member: 10980"] I agree about proficiency. If you take D&D as an example (and perhaps this applies more to the older editions but the baggage still remains haunting the newer editions) a Fighter can wear any armour whereas a Magic-User cannot. The rules probably hand wave a lot of the explanation but a Fighter would be trained in proper use of armour in battle whereas a Magic-User would have spent [I]all[/I] their time learning magic, so a simple "cannot wear armour" rule would suffice. It gets mucky when you start talking about dual-class or multi-class because then the assumption would be that a Fighter/Magic-User [I]can[/I] wear armour properly (as an aside, I think the exception regarding Elven-Chain was so that Melf could actually be a Fighter/Magic-User with armour). But the rules, due to the lack of explanation/detail, then prevented a Fighter/Magic-User from wearing armour and being able to cast spells at the same time (barring the aforementioned Elven-Chain exception). No plate-armoured spell-casting walking fortress thank you very much! ... so you get explanations such as "armour restricts your arms so you can't cast spells" which doesn't explain how it affects spells with only verbal components and also should have meant spell-casters must have been performing mystic yoga to cast spells with somatic components (embarrassing themselves on the battlefield performing "Downward-Facing Dog" to get that fireball off) to explain why armour would prevent such spells from being cast. But I digress. I think if your system doesn't go into the detail of spell-casting gestures and what does or doesn't work when wearing restrictive armour, then requiring a spell-caster to acquire proficiency in armour-use to get around not being able to cast spells while wearing armour should be enough, and warriors should automatically be given proficiency in armour-use. [/QUOTE]
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