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Armour house rules for a low-tech setting. Do these seriously break anything?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8042618" data-attributes="member: 7025508"><p>There certainly is an easier ways to mathematically get the result I want and get closer to the assumed math. But I want the system to be 'system aesthetically pleasing' and I don't feel that just arbitrarily assigning each class a flat score is that. Like if a game designer was writing a game from scratch it is unlikely that they would come up with such a solution. (This is a bit hard to explain.) </p><p></p><p>Characters who might prefer to use armour but are caught without it are in less severe disadvantage. And as 'light armour' is basically replaced with 'no armour' so this also means that for high dex medium armour users going without armour might be a valid option. Overall this reduces the amount armours worn and makes them less essential whilst not eliminating them completely.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8042618, member: 7025508"] There certainly is an easier ways to mathematically get the result I want and get closer to the assumed math. But I want the system to be 'system aesthetically pleasing' and I don't feel that just arbitrarily assigning each class a flat score is that. Like if a game designer was writing a game from scratch it is unlikely that they would come up with such a solution. (This is a bit hard to explain.) Characters who might prefer to use armour but are caught without it are in less severe disadvantage. And as 'light armour' is basically replaced with 'no armour' so this also means that for high dex medium armour users going without armour might be a valid option. Overall this reduces the amount armours worn and makes them less essential whilst not eliminating them completely. [/QUOTE]
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Community
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Armour house rules for a low-tech setting. Do these seriously break anything?
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