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General Tabletop Discussion
*Pathfinder & Starfinder
Fighters -must- wear heavy armor
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<blockquote data-quote="Talislan" data-source="post: 4050359" data-attributes="member: 56858"><p>Ideal world:</p><p></p><p>Heavy armour fighter harder to damage when hit (has more protection), Light armour fighter harder to hit in the first place (has greater mobility).</p><p></p><p>Damage delivery potential should be equal in both cases if both are of an equivalent ability with their chosen weapons. Lighter weapons that do less damage should hit faster and more often. Larger 'Heavy Weapons' should be slower but cause more damage per average hit.</p><p></p><p>How to balance that in game mechanics:</p><p></p><p>Str?/Dex?: to hit (dependent on weapon type rather than 'weapon finess' maybe?)</p><p>Dex?/speed?/AG?: to avoid being hit</p><p>Strength?/speed?: to damage (or multi-wound)</p><p>HP?Con?DR?: to prevent damage</p><p>Armour: increase ability to take damage, lower ability to avoid being hit</p><p></p><p>I don't know what the answer is for D&D never mind 4e (as some of these things may be viewed as 'un-D&D' in nature) but I am looking forward to what ever they come up with this time. If it boils down to having to play a stereotype while they spend more time making sure new stereotypes balance in game then that is fine by me. For now.</p><p></p><p>I should also state that this is all just - IMHO - and I am not saying that any other way of playing is badwrongfun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Talislan, post: 4050359, member: 56858"] Ideal world: Heavy armour fighter harder to damage when hit (has more protection), Light armour fighter harder to hit in the first place (has greater mobility). Damage delivery potential should be equal in both cases if both are of an equivalent ability with their chosen weapons. Lighter weapons that do less damage should hit faster and more often. Larger 'Heavy Weapons' should be slower but cause more damage per average hit. How to balance that in game mechanics: Str?/Dex?: to hit (dependent on weapon type rather than 'weapon finess' maybe?) Dex?/speed?/AG?: to avoid being hit Strength?/speed?: to damage (or multi-wound) HP?Con?DR?: to prevent damage Armour: increase ability to take damage, lower ability to avoid being hit I don't know what the answer is for D&D never mind 4e (as some of these things may be viewed as 'un-D&D' in nature) but I am looking forward to what ever they come up with this time. If it boils down to having to play a stereotype while they spend more time making sure new stereotypes balance in game then that is fine by me. For now. I should also state that this is all just - IMHO - and I am not saying that any other way of playing is badwrongfun. :cool: [/QUOTE]
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Fighters -must- wear heavy armor
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