You're right on that, I'll be having simple weapons use the same rules as martial and exotic ones.Felnar said:interesting ideas
but i'd recommend not basing the might penalties on simple/martial/exotic
as you have it, a rapier has a higher penalty than a morningstar
Aptitude sounds alright, although the word is more associated with learning. I was actually considering using "Power", general as it may be. Capability works fine for the overall term in place of limits, and like capacity it can be shortened to "Cap" which fits nicely: the equipment limit is "Might Cap" for example.Thondor said:First a Suggestion for new names: Capacity can be called Aptitude ( Magical Aptitude being the longer version) I will call it that from now on. Whish I could think of a good name for the three of them: Limits, capabilities, although I suppose they could all be called Capacities be confusing for us reading the thread though.
I'm not going to change the terms just yet though, when I start releasing larger portions of the project I'll have names and such updated. I'm just going to worry about the mechanics for this thread here.
I don't think it is really a problem. It doesn't make any class stronger than before, their poor limits are things they shouldn't need as much and they often won't need all of their good ones. As for monks, I'm considering some special rules for them in this system.I'm trying to point out that Classes's typical stats reinforce the limits (Capacity, Readiness, and Might) that they are good at because of their Saves. This exagerates their all ready good limits even more and makes there bad limits even worse.
The point here is to reinforce archtypical equipment when multiclassing is common enough that proficiency is less an issue. But if you want to remove that and make everything the same for every player of every build, well thats fine too, it's really just a different style. They should otherwise work the same though.Therefore I believe that we should make the system even simplier, and less unbalanced along class lines.
I do want the effect of exceeding your might score to be severe enough to warrant not doing it at all. A penalty to hit of -1 per point does that well enough, and unless you are a heavily armored rogue or bard it should hardly ever come up. Still, I've reconsidered the AC penalty, even for only dex bonuses so I'll just remove it. Armor does that already anyways.I have a few thoughts one is having them do alternating -1 to AC and then -1 to Attack
I had actually considered tying up all the effects of armor into this system: the movement, check penalties, arcane failure, etc. I decided not to go there, since balancing it all would be difficult, or at least more complicated than I'm going for.Finally all though this could be another effect : some sort of relation to Movemment penalties of armour types and AC Check penalties to might scores.
I'll be updating the main post soon to reflect these changes.