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I hate armor
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<blockquote data-quote="Brother MacLaren" data-source="post: 4905333" data-attributes="member: 15999"><p>So make that archetype represented by the scout. Strongly encouraged to not wear heavy armor (by the proficiencies) and to move around a lot (by skirmish) which ties in to the major real-world reason for any combatant not wearing heavy armor (it in general tends to reduce your mobility, though perhaps not as much as commonly assumed). This does *not* mean that no armor is always just as good as having armor. It gives the lightly-armored combatant a particular in-game advantage based on their real-life advantage. If there isn't room to move, that advantage mostly disappears, as it should. </p><p></p><p>As I see it, the game takes its influences from medieval history (in which armor is essential), ancient myth (in which it matters somewhat) and more modern fantasy (in which it matters less). Frankly, I'm fond of game rules which pay at least some respect to history with regard to the non-magical aspects. I'm not fond of games which entirely throw history and realism to the wayside in favor of "this looks cool in the movies." One of my favorite things about D&D is that, because of the dice, it is *not* cliched in the way that movies are and can be much cooler; Redshirt #2 can get the killing shot on the BBEG. </p><p></p><p>My preference for a certain type of realism is why I also dislike a large level-based AC bonus. A trained warrior, no matter how skilled, should be capable of being overwhelmed if caught unprepared and surrounded by armed opponents. Having a high-level fighter's avoidance of harm represented by HP allows the "wearing down" in that situation, whereas having it represented by both HP and level-based AC bonus can make him nearly impervious. I do like the Deflect mechanic from the Master Set, which allows a master swordsman to parry a few attacks per round, but not an unlimited number.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 4905333, member: 15999"] So make that archetype represented by the scout. Strongly encouraged to not wear heavy armor (by the proficiencies) and to move around a lot (by skirmish) which ties in to the major real-world reason for any combatant not wearing heavy armor (it in general tends to reduce your mobility, though perhaps not as much as commonly assumed). This does *not* mean that no armor is always just as good as having armor. It gives the lightly-armored combatant a particular in-game advantage based on their real-life advantage. If there isn't room to move, that advantage mostly disappears, as it should. As I see it, the game takes its influences from medieval history (in which armor is essential), ancient myth (in which it matters somewhat) and more modern fantasy (in which it matters less). Frankly, I'm fond of game rules which pay at least some respect to history with regard to the non-magical aspects. I'm not fond of games which entirely throw history and realism to the wayside in favor of "this looks cool in the movies." One of my favorite things about D&D is that, because of the dice, it is *not* cliched in the way that movies are and can be much cooler; Redshirt #2 can get the killing shot on the BBEG. My preference for a certain type of realism is why I also dislike a large level-based AC bonus. A trained warrior, no matter how skilled, should be capable of being overwhelmed if caught unprepared and surrounded by armed opponents. Having a high-level fighter's avoidance of harm represented by HP allows the "wearing down" in that situation, whereas having it represented by both HP and level-based AC bonus can make him nearly impervious. I do like the Deflect mechanic from the Master Set, which allows a master swordsman to parry a few attacks per round, but not an unlimited number. [/QUOTE]
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