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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The YAARGH Armor Revision
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<blockquote data-quote="seasong" data-source="post: 949506" data-attributes="member: 5137"><p>Some edits I'm thinking about, based on things that y'all have pointed out or gotten me thinking about.</p><p></p><p>Based on comments here, and my own continued reading, I'm still not satisfied with the armor weights. The problem is that there has been a lot of variety in armor weights in real world history, but two armors of different costs and weights that both round off to +1 AC don't represent the advantage of taking the heavier armor. In short, there are optimal choices in the game which are not always optimal choices in real life, by weight.</p><p></p><p>I don't think there is a way to fix that without changing the rules more than I care to (hit locations, wear n tear rules, etc.).</p><p></p><p>I think I'm going to drop the Semi-rigid grouping, and make everything Flexible or Rigid. Rigid armors will provide a -1 base to the armor check penalty, just like Semi-rigid did before. This will reduce some of the difficulties with plate armor, and will clean up armor proficiencies a bit.</p><p></p><p>This will be bumped up a bit. I'm still thinking about how much.</p></blockquote><p></p>
[QUOTE="seasong, post: 949506, member: 5137"] Some edits I'm thinking about, based on things that y'all have pointed out or gotten me thinking about. Based on comments here, and my own continued reading, I'm still not satisfied with the armor weights. The problem is that there has been a lot of variety in armor weights in real world history, but two armors of different costs and weights that both round off to +1 AC don't represent the advantage of taking the heavier armor. In short, there are optimal choices in the game which are not always optimal choices in real life, by weight. I don't think there is a way to fix that without changing the rules more than I care to (hit locations, wear n tear rules, etc.). I think I'm going to drop the Semi-rigid grouping, and make everything Flexible or Rigid. Rigid armors will provide a -1 base to the armor check penalty, just like Semi-rigid did before. This will reduce some of the difficulties with plate armor, and will clean up armor proficiencies a bit. This will be bumped up a bit. I'm still thinking about how much. [/QUOTE]
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The YAARGH Armor Revision
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