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[Playtest 2] Weapons and Armor
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<blockquote data-quote="Ferrous" data-source="post: 5994172" data-attributes="member: 61796"><p>Hi Guys,</p><p></p><p>Thanks for working on this. I prefer historically accurate naming conventions to fantasy armour, but that could because I am a re-enactor and own a couple of suits of armour!</p><p></p><p>However I do think that armour as written favours light armour. I know that you guys are just echoing the rules as written already but I don't think that they model either reality or the fact that in game you are paying an extra 1 or 2 proficiency slots to be effectively worse off?</p><p></p><p>For example a chain shirt at 150gp gives you an AC of 19 with a 20 Dex, whilst plate armour at 1500 gp gives you an AC of 18 and -5 feet to movement and disadvantage to stealth checks, and takes longer to put on and off and 2 extra proficiencies. Also a chain shirt can be concealed to attend the palace ball but Plate armour may be considered inappropriate.</p><p></p><p>To be frank Heavy armour should at the least also impose disadvantage on climb and swim checks!</p><p></p><p>Now I understand that not every character will have a 20 dexterity but if you are human then you have about a 36% of being able to if you choose at level 1 and 76% by the first stat boost. And this is in many ways the best option as you pay about 1 point in average damage by using a finesse weapon, but gain on Reflex defense and bonus to initiative, and bonus to missile fire.</p><p></p><p>I totally understand the thinking behind making shields better as well. Shields are awesome. But I think that is already by the Guardian speciality?</p><p></p><p>I think that I would be happiest with something like:</p><p></p><p>Light armour base 11 + Dex</p><p>Medium armour base 12 + Dex</p><p>Heavy armour base 15 + 1/2 Dex (penalty or bonus) -5 feet movement disadvantage to Dex checks.</p><p></p><p>Original D&D gave you full Dex bonus in Plate,</p></blockquote><p></p>
[QUOTE="Ferrous, post: 5994172, member: 61796"] Hi Guys, Thanks for working on this. I prefer historically accurate naming conventions to fantasy armour, but that could because I am a re-enactor and own a couple of suits of armour! However I do think that armour as written favours light armour. I know that you guys are just echoing the rules as written already but I don't think that they model either reality or the fact that in game you are paying an extra 1 or 2 proficiency slots to be effectively worse off? For example a chain shirt at 150gp gives you an AC of 19 with a 20 Dex, whilst plate armour at 1500 gp gives you an AC of 18 and -5 feet to movement and disadvantage to stealth checks, and takes longer to put on and off and 2 extra proficiencies. Also a chain shirt can be concealed to attend the palace ball but Plate armour may be considered inappropriate. To be frank Heavy armour should at the least also impose disadvantage on climb and swim checks! Now I understand that not every character will have a 20 dexterity but if you are human then you have about a 36% of being able to if you choose at level 1 and 76% by the first stat boost. And this is in many ways the best option as you pay about 1 point in average damage by using a finesse weapon, but gain on Reflex defense and bonus to initiative, and bonus to missile fire. I totally understand the thinking behind making shields better as well. Shields are awesome. But I think that is already by the Guardian speciality? I think that I would be happiest with something like: Light armour base 11 + Dex Medium armour base 12 + Dex Heavy armour base 15 + 1/2 Dex (penalty or bonus) -5 feet movement disadvantage to Dex checks. Original D&D gave you full Dex bonus in Plate, [/QUOTE]
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[Playtest 2] Weapons and Armor
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