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General Tabletop Discussion
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Charlaquin’s revised weapon and armor tables
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<blockquote data-quote="Charlaquin" data-source="post: 7890721" data-attributes="member: 6779196"><p>Keeping results comparable to RAW was a goal. Prices are comparable at the low end, but much cheaper at the high end, which is a concern, but I want to see how it works out. My thinking is that AC advancement will be much more dependent on individual character capabilities than money. My hope is that instead of saving up money to buy a better suit of armor, players will spend Feats and ASIs on armor proficiencies, Strength, and Dex. Magic armor just won’t grant AC bonuses. This is a personal preference of mine, I find straight +x Magic items boring, and would rather they grant cool abilities.</p><p></p><p></p><p>Yep, equivalent to a +3 magic shield. Might be too strong or available too cheaply. I’ve gone back and forth on whether or not to include tower shields a lot.</p><p></p><p></p><p>I went under the assumption that the relative values of weapon and armor properties in the base game were fine. My two main goals with the weapons table were to eliminate superfluous or “trap” options, to rejigger damage types, and to get rid of the rapier, which along with my armor changes I think will be enough to make Dex builds more on par with Strength.</p><p></p><p></p><p>Correct. Because they are weapons, they can be equipped or unequipped with your one item interaction per turn instead of the 1 action it takes to don or doff armor of the “shield” category. But it also means they are susceptible to being disarmed. My thinking was, an enarm-held shield protects passively, but is more effort to equip or remove, where a boss-held Shield is easier to pick up and put down, but has to be used reactively.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7890721, member: 6779196"] Keeping results comparable to RAW was a goal. Prices are comparable at the low end, but much cheaper at the high end, which is a concern, but I want to see how it works out. My thinking is that AC advancement will be much more dependent on individual character capabilities than money. My hope is that instead of saving up money to buy a better suit of armor, players will spend Feats and ASIs on armor proficiencies, Strength, and Dex. Magic armor just won’t grant AC bonuses. This is a personal preference of mine, I find straight +x Magic items boring, and would rather they grant cool abilities. Yep, equivalent to a +3 magic shield. Might be too strong or available too cheaply. I’ve gone back and forth on whether or not to include tower shields a lot. I went under the assumption that the relative values of weapon and armor properties in the base game were fine. My two main goals with the weapons table were to eliminate superfluous or “trap” options, to rejigger damage types, and to get rid of the rapier, which along with my armor changes I think will be enough to make Dex builds more on par with Strength. Correct. Because they are weapons, they can be equipped or unequipped with your one item interaction per turn instead of the 1 action it takes to don or doff armor of the “shield” category. But it also means they are susceptible to being disarmed. My thinking was, an enarm-held shield protects passively, but is more effort to equip or remove, where a boss-held Shield is easier to pick up and put down, but has to be used reactively. [/QUOTE]
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