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Armor and Equipment in RPGs
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<blockquote data-quote="Argyle King" data-source="post: 6173315" data-attributes="member: 58416"><p><strong>Armor</strong></p><p></p><p>I don't believe being hard to hit and hard to damage should necessarily the same thing. A lightly armored opponent might be more agile and quick... tougher to land a hit on; however, once you do connect, more damage is going to get through. A heavily armored opponent might be slow and easy to hit, but your attacks might not make it through the armor to actually do damage. This is my preference. I also prefer active defenses -meaning being able to parry, dodge, or block an attack. I also prefer hit locations. Really, in general, I prefer more granularity when it comes to both attacking and defending.</p><p></p><p>D&D and Pathfinder both simplify everything into the abstraction that is AC.</p><p></p><p><strong></strong></p><p><strong>Progression</strong></p><p></p><p>I think the progression you described is necessary in D&D because of the way D&D levels (at least in the editions I'm most familiar with) work. 3rd and 4th are both heavy on assuming a character has certain numbers at a certain level. 5th Edition with it's claim of flatter math remains to be seen.</p><p></p><p>I'm not really sure how to answer this part of your question.</p><p></p><p>First, I'll simply say that I prefer for special items (i.e. armor forged by the gods; dragon bone armor; etc) to be special rather than something which everyone is assumed to have. </p><p></p><p>Secondly, I think D&D levels assume too much and have too much metagame built into them. My preference is for this to not be the case. Even with 5th Edition's claim of flatter math, what I've experience in playtest makes me believe it would still be hard to break away from some of the game's underlying assumptions. My preference would be for more breadth of play rather than so much linear vertical stacking of game math. </p><p></p><p>Overall, while I enjoy D&D, it tends to be pretty different from my preferences when it comes to how character advancement works.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6173315, member: 58416"] [B]Armor[/B] I don't believe being hard to hit and hard to damage should necessarily the same thing. A lightly armored opponent might be more agile and quick... tougher to land a hit on; however, once you do connect, more damage is going to get through. A heavily armored opponent might be slow and easy to hit, but your attacks might not make it through the armor to actually do damage. This is my preference. I also prefer active defenses -meaning being able to parry, dodge, or block an attack. I also prefer hit locations. Really, in general, I prefer more granularity when it comes to both attacking and defending. D&D and Pathfinder both simplify everything into the abstraction that is AC. [B] Progression[/B] I think the progression you described is necessary in D&D because of the way D&D levels (at least in the editions I'm most familiar with) work. 3rd and 4th are both heavy on assuming a character has certain numbers at a certain level. 5th Edition with it's claim of flatter math remains to be seen. I'm not really sure how to answer this part of your question. First, I'll simply say that I prefer for special items (i.e. armor forged by the gods; dragon bone armor; etc) to be special rather than something which everyone is assumed to have. Secondly, I think D&D levels assume too much and have too much metagame built into them. My preference is for this to not be the case. Even with 5th Edition's claim of flatter math, what I've experience in playtest makes me believe it would still be hard to break away from some of the game's underlying assumptions. My preference would be for more breadth of play rather than so much linear vertical stacking of game math. Overall, while I enjoy D&D, it tends to be pretty different from my preferences when it comes to how character advancement works. [/QUOTE]
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