DM_Blake said:
In Star Wars, the only people who don't need armor are running around with some mighty impressive supernatural powers.
Like Leia, Han and Chewbacca?

It's been some time since I last saw the movies, but I recall them using armor mostly for disguise rather than protection.
That works in the Star Wars flavor.
That totally doesn't work in a medieval flavor, or in a D&D flavor.
Except that D&D isn't a "flavor", it's an international buffet with 101 separate dishes (including desserts).
I surely cannot imagine anyone in Arthurian legends, particularly the Knights of the Round Table, getting so good with their weapons that they would voluntarily strip off their armor before battle.
Many D&D warrior archetypes typically walk around with little or no armor, e.g. swashbuckers, barbarians, rangers, (and in 4e) rogues, and are expected to be competitive in a fight with more heavily armored archetypes like knights and paladins.
Add to that the notion of magical armor. If normal armor is protective even for the greatest Arthurian knights, then magical armor is even more so.
And if somebody showed up in that campaign with such a high level of skill at deflecting or dodging all attacks that he was actually as hard to damage as someone in that full magical armor, that would be totally out of place in the game, or that guy would be wielding some kind of different magic (spell or item) to make him that way.
To be fair, the Star Wars Saga Edition rules provide some additional benefits for wearing armor apart from the AC bonus, and there is an Armored Specialist talent tree that allows characters to stack part of the equipment bonus from armor to their level-based AC. Similar rules could provide knight archetype characters an incentive to keep their armor on.
As for me, I see D&D as more like medieval pseudo-realism than like Star Wars "use the force, Luke" mysticism. I love Star Wars. But I don't want it in my D&D.
D&D magic swords have magically enhanced edges, sharper than a razor, and magically hard enough to hold that edge. They can cut through enemies' defenses and hit those enemies more often for more damage. Put that kind of magic in a mook's hands, and he hits more often for more damage. Put it in a demigod's hands, and he hits more often for more damage.
D&D should NOT have a system that depletes the value of items because the wielder is "too good" to get any use from them. Leave that for Star Wars where it belongs.
That is one way to explain how magic works in the game. However, there is another. Magic weapons and armor could simply impart a certain level of skill to the user. Using this "explanation" for magic, past a certain point, a magic sword is still as useful
as a sword to its weilder, but its skill-raising quality ceases to help him any more because his personal skill has surpassed the level of skill imparted by the sword.
I will admit that it is not the approach generally taken in 3e, where the bonuses usually stack. In a way, it is suggestive of
gauntlets of ogre power and
belts of giant strength in earlier editions, which set your strength to a specific level (and were thus of no use to you if your strength was already at that level or higher).
Under the 3e stacking system, a high-level character with a commensurately powerful magic item is significantly more capable than the same character with a low-powered or non-magical item. Even though an experienced DM can correct for it, and an inexperienced DM could use the wealth by level guidelines, this "need" for magic items is one of the most hated aspects of magic items in 3e (based on a poll that I started
here).
The approach of allowing equipment bonuses to overlap instead of stacking with level-dependent bonuses is one way to fix this problem. Of course, it might not be the only way, and it will be interesting to see how the developers address it in 4e.