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General Tabletop Discussion
*Pathfinder & Starfinder
Armor, Weapons, Gear - What level of detail?
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<blockquote data-quote="Khaalis" data-source="post: 5837742" data-attributes="member: 2167"><p>Here is a system I’d like to see (as a general idea and starting point).</p><p></p><p><strong>ARMOR</strong></p><p><u>Basic Armor</u></p><p><em>Partial Armor</em> (torso; 10-40% coverage): Covers breastplates, coats, cuirasses, jacks, jackets, shirts, and vests. </p><p>• Types Table: Padded, Leather, Studded Leather, Chainmail, Hardened Leather, Scalemail, Platemail</p><p><em>Moderate Armor</em> (torso & legs; 50-80% coverage): Covers harnesses, outfits, suits, garbs, and armor suits.</p><p>• As Partial Armors + Articulated Platemail</p><p></p><p><u>Advanced Armor Options</u></p><p><em>Fittings:</em> Protection to extremities & critical areas. Covers feet (boots & greaves); forearms (bracers, arms wraps, heavily armored sleeves); Head (coifs, caps, helms, hoods); Shoulders (mantles, pauldrons, shoulder guards); Vitals (knee guards, collars, gorgets, etc.)</p><p>• Light (2-3 fittings): Improves the protection offered by the armor by +1 but lowers Physical skill checks by 1, harder to disguise and adds weight.</p><p>• Heavy (4-5 fittings): Improves the protection offered by the armor by +2 but lowers Physical skill checks by 1, harder to disguise and adds weight. Also Increases armor by 1 grade (Partial to Moderate, Moderate to Full)</p><p></p><p><em>Upgrades:</em> Includes 3 categories of options that can applied to armor.</p><p>• Craftsmanship: Covers special types of craftsmanship like Elven and Dwarven armor.</p><p>• Materials: Covers special types of craftsmanship like Mithral, Bronze, Adamantine.</p><p>• Customizations: Covers various customizations from Blessed Armor, Ceremonial Armor, Fireproofed Armor, Specially Fitted Armor, Reinforced Armor, etc.</p><p></p><p></p><p><strong>WEAPONS</strong></p><p><u>Basic Weapons</u></p><p>I’d like to see weapons broken down into the following categories. Each weapon in the entry covers Damage, Weapon Size & Hands required, and Range (if it has any).</p><p>• Blunt, Edged, Hurled, Bows</p><p></p><p><u>Advanced Weapon Options</u></p><p><em>Advanced Stats:[/u] The advanced weapon table would include more details including options like Threat Range (crit on more than 20), Weapon Weight, Weapon Qualities (see below), Item Damage saves.</em></p><p><em></em></p><p><em><em>Advanced Categories:[/u] The main categories would be divided into more precise categories.</em></em></p><p><em><em>• Blunt (Clubs, Flails, Hammers, Shields, Staves, Whips)</em></em></p><p><em><em>• Edged (Axes, Fencing Blades, Knives, Swords, Greatswords, Polearms, Spears)</em></em></p><p><em><em>• Hurled (Thrown, Grenades)</em></em></p><p><em><em>• Bows (no real need to break this category down)</em></em></p><p><em><em>• Add in category for higher level play – Siege Engines</em></em></p><p><em><em></em></em></p><p><em><em><em>Qualities:</em> In the advanced options I would like to see weapons deviate by more than the damage they do. Some weapons should have qualities. For instance a bastard sword may gain “Massive” which requires a STR 15 to use but causes foes smaller than the wielder to make a save or become sprawled.</em></em></p><p><em><em></em></em></p><p><em><em><em>Upgrades:</em> Includes 3 categories of options that can applied to weapons.</em></em></p><p><em><em>• Craftsmanship: Covers special types of craftsmanship like Elven and Dwarven weapons.</em></em></p><p><em><em>• Materials: Covers special types of craftsmanship like Mithral, Bronze, Adamantine.</em></em></p><p><em><em>• Customizations: The ability to add certain Qualities to a weapon such as Bleed, Accuracy, Cavalry, Finesse, etc.</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em><strong>GEAR</strong></em></em></p><p><em><em><u>Basic Gear</u></em></em></p><p><em><em>The standard D&D adventuring gear list found in most editions would suffice for the basics.</em></em></p><p><em><em></em></em></p><p><em><em><u>Advanced Gear</u></em></em></p><p><em><em>I’d like to see making gear matter other than just bookkeeping. This expands on the basic table. Standard gear is just that – standard. It really has no effect on the game other than to say you have it or nor. Advanced gear would be gear that you purchase that actually grants you something. For instance:</em></em></p><p><em><em>• Basic Backpack: 5s </em></em></p><p><em><em>• Advanced Backpack: 10s (STR considered +2 for carrying capacity)</em></em></p><p><em><em>• Basic Bedroll: 2s</em></em></p><p><em><em>• Advanced Bedroll: 5s (grants Cold Resistance 4)</em></em></p><p><em><em></em></em></p><p><em><em><em>Gear Availability:</em> A table that shows community population and its effect on Availability and Haggle time checks.</em></em></p><p><em><em></em></em></p><p><em><em><em>Gear Damage Saves:</em> A good table for item damage saves.</em></em></p><p><em><em></em></em></p><p><em><em><em>More Gear Categories:</em> I’d like to see advanced gear (remember advanced gear gives game effects) broken down into categories such as:</em></em></p><p><em><em>• Goods (essentials and survival/adventuring gear such as lanterns, packs, shovels rope, etc. Basically the “generic” adventuring gear list)</em></em></p><p><em><em>• Kits (special collections of tools for specific ends, such as: Climber’s Gear, Cook’s Kit, Doctor’s Bag, Mage’s Pouch, Scribe’s Kit, etc.)</em></em></p><p><em><em>• General Consumables (expendable but important normal resources like candles, chalk, ink, etc.)</em></em></p><p><em><em>• Food & Drink</em></em></p><p><em><em>• Medical Supply Consumable (balms, bandages, ointments, etc.)</em></em></p><p><em><em>• Poisons</em></em></p><p><em><em>• Locks & Traps</em></em></p><p><em><em>• Elixirs (magical oils, potions and elixirs should be an easily purchased item option in settings where alchemy is even remotely common)</em></em></p><p><em><em>• Scrolls (magical scrolls should be an option for purchase in settings where magical academies or guilds are even remotely common)</em></em></p><p><em><em>• Services (Any type of service you would pay for that got you something in game such as delivery services, healer visits, etc.)</em></em></p><p><em><em>• Transportation (Mounts & Vehicles)</em></em></p></blockquote><p></p>
[QUOTE="Khaalis, post: 5837742, member: 2167"] Here is a system I’d like to see (as a general idea and starting point). [b]ARMOR[/b] [u]Basic Armor[/u] [i]Partial Armor[/i] (torso; 10-40% coverage): Covers breastplates, coats, cuirasses, jacks, jackets, shirts, and vests. • Types Table: Padded, Leather, Studded Leather, Chainmail, Hardened Leather, Scalemail, Platemail [i]Moderate Armor[/i] (torso & legs; 50-80% coverage): Covers harnesses, outfits, suits, garbs, and armor suits. • As Partial Armors + Articulated Platemail [u]Advanced Armor Options[/u] [i]Fittings:[/i] Protection to extremities & critical areas. Covers feet (boots & greaves); forearms (bracers, arms wraps, heavily armored sleeves); Head (coifs, caps, helms, hoods); Shoulders (mantles, pauldrons, shoulder guards); Vitals (knee guards, collars, gorgets, etc.) • Light (2-3 fittings): Improves the protection offered by the armor by +1 but lowers Physical skill checks by 1, harder to disguise and adds weight. • Heavy (4-5 fittings): Improves the protection offered by the armor by +2 but lowers Physical skill checks by 1, harder to disguise and adds weight. Also Increases armor by 1 grade (Partial to Moderate, Moderate to Full) [i]Upgrades:[/i] Includes 3 categories of options that can applied to armor. • Craftsmanship: Covers special types of craftsmanship like Elven and Dwarven armor. • Materials: Covers special types of craftsmanship like Mithral, Bronze, Adamantine. • Customizations: Covers various customizations from Blessed Armor, Ceremonial Armor, Fireproofed Armor, Specially Fitted Armor, Reinforced Armor, etc. [b]WEAPONS[/b] [u]Basic Weapons[/u] I’d like to see weapons broken down into the following categories. Each weapon in the entry covers Damage, Weapon Size & Hands required, and Range (if it has any). • Blunt, Edged, Hurled, Bows [u]Advanced Weapon Options[/u] [i]Advanced Stats:[/u] The advanced weapon table would include more details including options like Threat Range (crit on more than 20), Weapon Weight, Weapon Qualities (see below), Item Damage saves. [i]Advanced Categories:[/u] The main categories would be divided into more precise categories. • Blunt (Clubs, Flails, Hammers, Shields, Staves, Whips) • Edged (Axes, Fencing Blades, Knives, Swords, Greatswords, Polearms, Spears) • Hurled (Thrown, Grenades) • Bows (no real need to break this category down) • Add in category for higher level play – Siege Engines [i]Qualities:[/i] In the advanced options I would like to see weapons deviate by more than the damage they do. Some weapons should have qualities. For instance a bastard sword may gain “Massive” which requires a STR 15 to use but causes foes smaller than the wielder to make a save or become sprawled. [i]Upgrades:[/i] Includes 3 categories of options that can applied to weapons. • Craftsmanship: Covers special types of craftsmanship like Elven and Dwarven weapons. • Materials: Covers special types of craftsmanship like Mithral, Bronze, Adamantine. • Customizations: The ability to add certain Qualities to a weapon such as Bleed, Accuracy, Cavalry, Finesse, etc. [b]GEAR[/b] [u]Basic Gear[/u] The standard D&D adventuring gear list found in most editions would suffice for the basics. [u]Advanced Gear[/u] I’d like to see making gear matter other than just bookkeeping. This expands on the basic table. Standard gear is just that – standard. It really has no effect on the game other than to say you have it or nor. Advanced gear would be gear that you purchase that actually grants you something. For instance: • Basic Backpack: 5s • Advanced Backpack: 10s (STR considered +2 for carrying capacity) • Basic Bedroll: 2s • Advanced Bedroll: 5s (grants Cold Resistance 4) [i]Gear Availability:[/i] A table that shows community population and its effect on Availability and Haggle time checks. [i]Gear Damage Saves:[/i] A good table for item damage saves. [i]More Gear Categories:[/i] I’d like to see advanced gear (remember advanced gear gives game effects) broken down into categories such as: • Goods (essentials and survival/adventuring gear such as lanterns, packs, shovels rope, etc. Basically the “generic” adventuring gear list) • Kits (special collections of tools for specific ends, such as: Climber’s Gear, Cook’s Kit, Doctor’s Bag, Mage’s Pouch, Scribe’s Kit, etc.) • General Consumables (expendable but important normal resources like candles, chalk, ink, etc.) • Food & Drink • Medical Supply Consumable (balms, bandages, ointments, etc.) • Poisons • Locks & Traps • Elixirs (magical oils, potions and elixirs should be an easily purchased item option in settings where alchemy is even remotely common) • Scrolls (magical scrolls should be an option for purchase in settings where magical academies or guilds are even remotely common) • Services (Any type of service you would pay for that got you something in game such as delivery services, healer visits, etc.) • Transportation (Mounts & Vehicles)[/i][/i] [/QUOTE]
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