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General Tabletop Discussion
*Pathfinder & Starfinder
The YAARGH Armor Revision
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<blockquote data-quote="handforged" data-source="post: 950187" data-attributes="member: 2027"><p><strong>Re: Re: The YAARGH Armor Revision</strong></p><p></p><p></p><p></p><p>I think that this summarizes the key to the argument pretty well. I do not think that there is a perfect way to weigh all armors accurately and still have them be balanced through the rules.</p><p></p><p>This brings up an interesting point, however. Real world armors were not balanced. Some were just crappy, but were the only thing that a particular person could afford, or what his leige could afford to equip him with. But we are talking about rich adventurers, basically mercenaries, who can decide exactly what they want to wear and look for every little ounce of efficiency since they put their lives on the line everyday. </p><p></p><p>The only group in medieval europe who fit this bill in any approximation were the Landskenecht mercenaries in 15th -17th century Germany. They collected pieces of armor and clothing off of fallen enemies (and comrades) to find the perfect balance of wonderfulness for their particular fighting style.</p><p></p><p>The other group who could afford this level of luxury were nobility that bought sets of armor to compete in tournaments. Unfortunately since most of this armor could be afforded only by the richest of the rich, it would be impractical to allow just any adventurer to access a suit of it without a certain level of fame or wealth.</p><p></p><p>So since real world armors are not balanced between their protection from blows(AC), their ability to absorb blows(DR), their weight, and their flexibility, it will be an endless argument to see which armor goes where, and how to "balance" it compared to the other armors. Because some armors were bad, they were lost or fell to the wayside when new technology came along. D&D tries to squeeze 1500 years and an entire globe plus some make believe armor technology into one system.</p><p></p><p>Please do not take this the wrong way seasong, I mean this as an argument for your amazing ability to try and produce some sort of realism in yoru campaign. I rather would discourage others from bringing up specific weights or real world production methods as an end-all-be-all rule for D&D armor. Fantasy has to accept that some things are not what they seem. Seasong has done a masterful job at creating a set of rules, and has asked for ways of balancing them within the rules of D&D as well as a way to make his campaign more real seeming. Continuity is the most important thing here.</p><p></p><p>If metal armor costs more because of the ore and the time it takes to create <em>any</em> shape out of it, well that makes sense.</p><p></p><p>~hf</p></blockquote><p></p>
[QUOTE="handforged, post: 950187, member: 2027"] [b]Re: Re: The YAARGH Armor Revision[/b] I think that this summarizes the key to the argument pretty well. I do not think that there is a perfect way to weigh all armors accurately and still have them be balanced through the rules. This brings up an interesting point, however. Real world armors were not balanced. Some were just crappy, but were the only thing that a particular person could afford, or what his leige could afford to equip him with. But we are talking about rich adventurers, basically mercenaries, who can decide exactly what they want to wear and look for every little ounce of efficiency since they put their lives on the line everyday. The only group in medieval europe who fit this bill in any approximation were the Landskenecht mercenaries in 15th -17th century Germany. They collected pieces of armor and clothing off of fallen enemies (and comrades) to find the perfect balance of wonderfulness for their particular fighting style. The other group who could afford this level of luxury were nobility that bought sets of armor to compete in tournaments. Unfortunately since most of this armor could be afforded only by the richest of the rich, it would be impractical to allow just any adventurer to access a suit of it without a certain level of fame or wealth. So since real world armors are not balanced between their protection from blows(AC), their ability to absorb blows(DR), their weight, and their flexibility, it will be an endless argument to see which armor goes where, and how to "balance" it compared to the other armors. Because some armors were bad, they were lost or fell to the wayside when new technology came along. D&D tries to squeeze 1500 years and an entire globe plus some make believe armor technology into one system. Please do not take this the wrong way seasong, I mean this as an argument for your amazing ability to try and produce some sort of realism in yoru campaign. I rather would discourage others from bringing up specific weights or real world production methods as an end-all-be-all rule for D&D armor. Fantasy has to accept that some things are not what they seem. Seasong has done a masterful job at creating a set of rules, and has asked for ways of balancing them within the rules of D&D as well as a way to make his campaign more real seeming. Continuity is the most important thing here. If metal armor costs more because of the ore and the time it takes to create [i]any[/i] shape out of it, well that makes sense. ~hf [/QUOTE]
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