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<blockquote data-quote="Summer-Knight925" data-source="post: 6049954" data-attributes="member: 80297"><p>Assume we use the 3 armor categories. </p><p></p><p>Light</p><p>Medium</p><p>Heavy</p><p></p><p>each has advantages and disadvantages, right?</p><p></p><p>Light armor offers a higher dex, but overall less protection.</p><p>DR 3.</p><p></p><p>Medium armor offers an average dex and average protection</p><p>DR 5.</p><p></p><p>Heavy armor offers low dex, but overall higher protection</p><p>DR 7.</p><p></p><p></p><p>The problem you get with this set up would be remembering to subtract armor first, the flip side of this would be a way to easily gauge how effective armor is based on its category, not on suit by suit, because that gets confusing.</p><p></p><p>Furthermore, magic armor would act as a multiplyer, perhaps nota +2=x2,but some sort of way to increase the DR, after all a +5 chainshirt offers more protection numerically than a standard suit of fullplate. </p><p></p><p>With this method, armor need not be repaired all the time, it allows for a certain type of realism, and also keeps the same flavor of earlier editions(you wear light armor because you have a high dex, medium because you're average, and heavy because you might be in negatives for that dex bonus)</p><p></p><p></p><p>Oh, and one more thing, if wanted that is...</p><p></p><p>Certain types of armor block against certain types of attacks, for instance, a suit of chainmail (and thus chainshirt) suck at stopping arrows and spears (unless history channel has lied to me, you never know) and thus Piercing attacks would blow past that damage reduction. </p><p></p><p>Honestly...this sounds way more complex here than when played, and in the fantasy rpg Im writing, which has 2 more categories (ultra-light and super-heavy) it is a bit more. But not much.</p><p></p><p></p><p>Also, this takes into consideration material types, such as mithril and adamantine</p><p></p><p>after all, mithril would give you more DR than standard iron, yaknow?</p></blockquote><p></p>
[QUOTE="Summer-Knight925, post: 6049954, member: 80297"] Assume we use the 3 armor categories. Light Medium Heavy each has advantages and disadvantages, right? Light armor offers a higher dex, but overall less protection. DR 3. Medium armor offers an average dex and average protection DR 5. Heavy armor offers low dex, but overall higher protection DR 7. The problem you get with this set up would be remembering to subtract armor first, the flip side of this would be a way to easily gauge how effective armor is based on its category, not on suit by suit, because that gets confusing. Furthermore, magic armor would act as a multiplyer, perhaps nota +2=x2,but some sort of way to increase the DR, after all a +5 chainshirt offers more protection numerically than a standard suit of fullplate. With this method, armor need not be repaired all the time, it allows for a certain type of realism, and also keeps the same flavor of earlier editions(you wear light armor because you have a high dex, medium because you're average, and heavy because you might be in negatives for that dex bonus) Oh, and one more thing, if wanted that is... Certain types of armor block against certain types of attacks, for instance, a suit of chainmail (and thus chainshirt) suck at stopping arrows and spears (unless history channel has lied to me, you never know) and thus Piercing attacks would blow past that damage reduction. Honestly...this sounds way more complex here than when played, and in the fantasy rpg Im writing, which has 2 more categories (ultra-light and super-heavy) it is a bit more. But not much. Also, this takes into consideration material types, such as mithril and adamantine after all, mithril would give you more DR than standard iron, yaknow? [/QUOTE]
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