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Wizards and Armor
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<blockquote data-quote="Herremann the Wise" data-source="post: 5943640" data-attributes="member: 11300"><p>It's a shame if you let a few odd mechanics turn you off the entire game. The game is never going to be a perfect fit for me but for over 30 years playing D&D, I've coped. And hey, if enough people don't like this sort of stuff, the designers will most likely change or adapt it.</p><p></p><p>***</p><p></p><p>In terms of armour, I can see the following being used to both preserve the robed wizard yet allow other archetypes:</p><p>*You need to be both strong and hale to have proficiency with wearing armour (something the robed wizard may not likely be but the fightery type of wizard would). If a wizard is wearing armour they are not proficient with, then either they cannot cast spells, or suffer a %chance of losing/ miscasting the spell. [My preference however, is to have casting a spell be a check. In this case different armours would provide different penalties to that casting check with non-proficiency being a -4 penalty on top.</p><p>*You cannot cast spells while encumbered unless you have training (a feat). This again requires above average constitution and perhaps a pre-requisite feat or perhaps even an entire theme.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5943640, member: 11300"] It's a shame if you let a few odd mechanics turn you off the entire game. The game is never going to be a perfect fit for me but for over 30 years playing D&D, I've coped. And hey, if enough people don't like this sort of stuff, the designers will most likely change or adapt it. *** In terms of armour, I can see the following being used to both preserve the robed wizard yet allow other archetypes: *You need to be both strong and hale to have proficiency with wearing armour (something the robed wizard may not likely be but the fightery type of wizard would). If a wizard is wearing armour they are not proficient with, then either they cannot cast spells, or suffer a %chance of losing/ miscasting the spell. [My preference however, is to have casting a spell be a check. In this case different armours would provide different penalties to that casting check with non-proficiency being a -4 penalty on top. *You cannot cast spells while encumbered unless you have training (a feat). This again requires above average constitution and perhaps a pre-requisite feat or perhaps even an entire theme. Best Regards Herremann the Wise [/QUOTE]
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