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General Tabletop Discussion
*Pathfinder & Starfinder
Encouraging Light/no Armor
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<blockquote data-quote="Vanguard" data-source="post: 869898" data-attributes="member: 11080"><p>Thanks for all the responses, they're very useful.</p><p></p><p>It's very interesting that you guys see light armor as being too good already whereas I've been seeing it as the other way around. I'm planning a FR game that will mostly take place in cities and amongst polite society. Since going to a noble soiree in full plate would be frowned upon (to put it lightly) I was trying to give the players something in return for taking away the option of wearing heavy armor (Ok, fine, they still have the option to try to wear their adamantine spiked full plate to the prince's dinner party, but it's really not that great of an option).</p><p></p><p>So you've all made it appearant that heavier armors are already mostly inferior to lighter armors, so no encouragement is necessary. However, this emphesizes my second problem: That attack bonus way outstrips armor class at mid and high levels. In my mind, two expert combattants should have at least as much trouble hitting each other as two novice combattants would have.</p><p></p><p>A warrior in training should be learning to defend himself as well as learning to attack. Therefore, it seems to me that the game mechanics should reflect that. Take two fighters at approximately lvl 15. Remove all magic items and any armor. Give each fighter a sword (or other weapon of choice). If the two fight, then we will be seeing many more hits than misses.</p><p></p><p>I simply don't see this as a realistic outcome.</p><p></p><p>Do any of you disagree with my analysis? Why?</p><p>If you agree, which of the strategies from my first post would be the best way to remedy the problem? Or is there some other way that I didn't think of?</p></blockquote><p></p>
[QUOTE="Vanguard, post: 869898, member: 11080"] Thanks for all the responses, they're very useful. It's very interesting that you guys see light armor as being too good already whereas I've been seeing it as the other way around. I'm planning a FR game that will mostly take place in cities and amongst polite society. Since going to a noble soiree in full plate would be frowned upon (to put it lightly) I was trying to give the players something in return for taking away the option of wearing heavy armor (Ok, fine, they still have the option to try to wear their adamantine spiked full plate to the prince's dinner party, but it's really not that great of an option). So you've all made it appearant that heavier armors are already mostly inferior to lighter armors, so no encouragement is necessary. However, this emphesizes my second problem: That attack bonus way outstrips armor class at mid and high levels. In my mind, two expert combattants should have at least as much trouble hitting each other as two novice combattants would have. A warrior in training should be learning to defend himself as well as learning to attack. Therefore, it seems to me that the game mechanics should reflect that. Take two fighters at approximately lvl 15. Remove all magic items and any armor. Give each fighter a sword (or other weapon of choice). If the two fight, then we will be seeing many more hits than misses. I simply don't see this as a realistic outcome. Do any of you disagree with my analysis? Why? If you agree, which of the strategies from my first post would be the best way to remedy the problem? Or is there some other way that I didn't think of? [/QUOTE]
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Encouraging Light/no Armor
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