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General Tabletop Discussion
*Pathfinder & Starfinder
New Mechanic: Equipment Limits (Poise Update 8/15)
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<blockquote data-quote="Thondor" data-source="post: 3690436" data-attributes="member: 31955"><p><strong>Might</strong></p><p></p><p>Movement:</p><p>Part of my thoughts on this is that rationally someone with a really high might score in a Breastplate should be able to move as well or almost as well as a someone with low might in a Chain Shirt. I've never really liked the way movement is limited by armour - with no real way of ameliorating the drawbacks. Nor Have i ever really understood the importance of the distinction between Medium and Heavy armour - (Does Heavy only let you run 3X while medium 4X can't remember) </p><p></p><p>Sooo how could Might possibly affect this.</p><p></p><p>Hmmmmm, </p><p>1. If you exceed your Might score you suffer a -5ft movement. </p><p>2. If your exceed your Might score by double your score you suffer another -5ft penalty</p><p>3. If your Might score exceeds your current load by 5 you can move, penalties to your movement rate are reduced by 5ft (ie a human wearing hide can move 25ft , a halfling can mmove 20ft)</p><p></p><p>huh, not sure this is quite right. And I am actually considering upping Gnome and halfling and Dwarf movement to 25ft. </p><p></p><p>Another thought Fatigue -</p><p>Maybe the penalty to exceeding your might score sould not occur immediately but rather after several rounds of combat -- more complicated yes. Is it worth the effort?</p><p></p><p>Finally - other encumberances?</p><p>If the character is fighting with 30 000 gold pieces and a backpack full of odds and ends spare armour, 10 books, a ten foot pole, bedroll, tent, 15 days of trail rations, the head of an Ogre etc. This should impede him as well. (personally I like to encourage my players to get pack animals and guards - that's what their for)</p><p>I propose a simple adherance to the current system -</p><p>If the Character is bearing a medium Load -1 on attacks and damage (or just one depending on what system of Might is adopted) a heavy load is -2 on attacks and Damage rolls.</p><p></p><p>hmm more thoughts on these later</p></blockquote><p></p>
[QUOTE="Thondor, post: 3690436, member: 31955"] [B]Might[/B] Movement: Part of my thoughts on this is that rationally someone with a really high might score in a Breastplate should be able to move as well or almost as well as a someone with low might in a Chain Shirt. I've never really liked the way movement is limited by armour - with no real way of ameliorating the drawbacks. Nor Have i ever really understood the importance of the distinction between Medium and Heavy armour - (Does Heavy only let you run 3X while medium 4X can't remember) Sooo how could Might possibly affect this. Hmmmmm, 1. If you exceed your Might score you suffer a -5ft movement. 2. If your exceed your Might score by double your score you suffer another -5ft penalty 3. If your Might score exceeds your current load by 5 you can move, penalties to your movement rate are reduced by 5ft (ie a human wearing hide can move 25ft , a halfling can mmove 20ft) huh, not sure this is quite right. And I am actually considering upping Gnome and halfling and Dwarf movement to 25ft. Another thought Fatigue - Maybe the penalty to exceeding your might score sould not occur immediately but rather after several rounds of combat -- more complicated yes. Is it worth the effort? Finally - other encumberances? If the character is fighting with 30 000 gold pieces and a backpack full of odds and ends spare armour, 10 books, a ten foot pole, bedroll, tent, 15 days of trail rations, the head of an Ogre etc. This should impede him as well. (personally I like to encourage my players to get pack animals and guards - that's what their for) I propose a simple adherance to the current system - If the Character is bearing a medium Load -1 on attacks and damage (or just one depending on what system of Might is adopted) a heavy load is -2 on attacks and Damage rolls. hmm more thoughts on these later [/QUOTE]
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