mythusmage said:
To clarify. The core 'description' for each armor type would list only max Dex, armor check, and spell failure. The materials (type and weight) would determine AC and DR. Plus any changes to max Dex, armor check, and spell failure.
Ah, easy to fix, then

. Have more material types in the Exceptional Materials section. Perhaps wood weighs half as much (and reduces armor check by 1), but also reduces AC and DR both by 1. Silver would weigh about the same as the rigid armors or the heavy flexible armor, and have a DR of 2 less... and cost an extra 5 gp per pound of armor weight (modified downward somewhat for the 5-10 lbs of padding underneath).
I may see what I can do later today - this morning, I have an IronDM entry to finish and a Game of Death round to work on

.
As it stands, your system is a bit too generic to be useable in a game. What I'd like to see is a sytem a GM can use to design different armors for his setting.
Whereas this is a system a GM can use to
classify different armors for his setting. A real design tool that did everything I wanted would (a) be a great deal more work to put together than this table and (b) stop being D&D altogether.
Which isn't to say I'm not going to eventually do it, but it is out of the scope of this project.
You're also concentrating a bit too much on the game part when you really should be focusing on the world part.
Er?

What world part?
Your point about people mini-maxing their armor is a valid one, but only for people who metagame.
D&D is the physics for the characters. If two armors exist, one of which weighs 10 lbs/costs 30 gp and one of which weighs 40 lbs/costs 60 gp, but both are just as effective in every combat the character fights in, metagame or not, he's going to shift to the other one. Expand that over generations, and a few armors will crop up as the only good ones. As for looking cool, that is certainly a consideration for ceremonial armor, but I don't think any GM has issues saying, "ceremonial armor doubles weight, quadruples cost, and lowers AC by -1" or something similar.
Remember, not everybody makes rational decisions.
All right, you've persuaded me. I will add a variable modifier for "Poor Materials" later, which a GM can use to build sub-optimal armor for his players to drool over.