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Reworking 3e armour; need help!
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<blockquote data-quote="italianranma" data-source="post: 2081951" data-attributes="member: 15788"><p>I felt the same way about the way armor is presented. Only the top armor in each tier is viable, and once you get into enchanted armor the majority of the cost is in the bonuses not the base. Using these as guidelines I came up with the following new armor table:</p><p>• Rangers need a set of armor that’s built for combat but light</p><p>• Rogues need a set of armor that they can sneak around in (or rangers too if they wish)</p><p>• Paladins, clerics, and some fighters need a set of armor that gives them a huge AC bonus to offset their poor dex</p><p>• Barbarians and some fighters need a balanced set of medium armor that allows them some mobility and a good amount of protection</p><p>• Druids need “natural” armor</p><p>• Wizards and sorcerers need armor to cast in</p><p>Purpose AC Bonus Max Dex Armor check Penalty Speed</p><p>(30)</p><p>Light (caps at 8) </p><p>best statistic armor +1 +8 0 30</p><p>Leather +2 +6 0 30</p><p>Studded Leather +3 +5 -1 30</p><p>Chain Shirt +4 +4 -2 30</p><p>Medium (caps at 9) </p><p>spell caster +2 +6 -2 20</p><p>Natural armor (doubles as stealthy) +4 +5 -2 20</p><p>medium armor that’s considered light +5 +3 -3 30</p><p>best balanced +6 +3 -3 20</p><p>Heaviest Medium Armor +7 +1 -4 20</p><p>Heavy (caps at 10) </p><p>spell caster +3 +5 -4 20**</p><p>natural armor +6 +2 -4 20</p><p>Best balanced +8 +2 -6 20**</p><p>Heaviest armor +9 +0 -7 20**</p><p>** means that you’re run speed is x3 instead of x4</p><p> </p><p>Alright: this is what I came up with. I think that this will give out the choices I want without making one natural choice for everyone. A couple of things about this chart: it’s not complete: I have to add prices for one, and flesh out the names for another. About the spell caster armors…In every other game out there you find robes or something for the mages to wear. How about heavy robes that restrict movement but not spellcasting? Notice that all are statistically inferior to Mage armor, and all the rest of the armors for another…I just think it would be cool: I don’t have to have them in there.</p><p>A few other things: this system wouldn’t allow you to have “masterwork” versions of the armors. Masterwork would be equivalent in cost and effect as having a +1 enchantment. Also I’d have special materials work in different ways: I’m not decided on them just yet, but mithril wouldn’t work like it does now: way too much heartache. The special materials would give different effects unrelated to AC, Max Dex, and Penalties.</p><p></p><p>Sorry if the table is hard to read: I don't know how to format text. If someone could tell me how to clean it up I'd appriciate it.</p></blockquote><p></p>
[QUOTE="italianranma, post: 2081951, member: 15788"] I felt the same way about the way armor is presented. Only the top armor in each tier is viable, and once you get into enchanted armor the majority of the cost is in the bonuses not the base. Using these as guidelines I came up with the following new armor table: • Rangers need a set of armor that’s built for combat but light • Rogues need a set of armor that they can sneak around in (or rangers too if they wish) • Paladins, clerics, and some fighters need a set of armor that gives them a huge AC bonus to offset their poor dex • Barbarians and some fighters need a balanced set of medium armor that allows them some mobility and a good amount of protection • Druids need “natural” armor • Wizards and sorcerers need armor to cast in Purpose AC Bonus Max Dex Armor check Penalty Speed (30) Light (caps at 8) best statistic armor +1 +8 0 30 Leather +2 +6 0 30 Studded Leather +3 +5 -1 30 Chain Shirt +4 +4 -2 30 Medium (caps at 9) spell caster +2 +6 -2 20 Natural armor (doubles as stealthy) +4 +5 -2 20 medium armor that’s considered light +5 +3 -3 30 best balanced +6 +3 -3 20 Heaviest Medium Armor +7 +1 -4 20 Heavy (caps at 10) spell caster +3 +5 -4 20** natural armor +6 +2 -4 20 Best balanced +8 +2 -6 20** Heaviest armor +9 +0 -7 20** ** means that you’re run speed is x3 instead of x4 Alright: this is what I came up with. I think that this will give out the choices I want without making one natural choice for everyone. A couple of things about this chart: it’s not complete: I have to add prices for one, and flesh out the names for another. About the spell caster armors…In every other game out there you find robes or something for the mages to wear. How about heavy robes that restrict movement but not spellcasting? Notice that all are statistically inferior to Mage armor, and all the rest of the armors for another…I just think it would be cool: I don’t have to have them in there. A few other things: this system wouldn’t allow you to have “masterwork” versions of the armors. Masterwork would be equivalent in cost and effect as having a +1 enchantment. Also I’d have special materials work in different ways: I’m not decided on them just yet, but mithril wouldn’t work like it does now: way too much heartache. The special materials would give different effects unrelated to AC, Max Dex, and Penalties. Sorry if the table is hard to read: I don't know how to format text. If someone could tell me how to clean it up I'd appriciate it. [/QUOTE]
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