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Wizards, Armour and the Collective Consciousness
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<blockquote data-quote="Staffan" data-source="post: 4573662" data-attributes="member: 907"><p>I'm pretty sure MERP has the same divisions as Rolemaster. Essence (=arcane in D&D) magic-users have problems with any non-living material (including once-living material like leather), so they can't wear armor at all. Channeling (=divine) is fine with organic material, but not with metal. Rolemaster also adds Mentalism (=psionics), who can wear as much armor as they like over most of their body, but can't wear helmets.</p><p></p><p>Some other RPGs' versions of the whole wizards-in-armor thing:</p><p></p><ul> <li data-xf-list-type="ul">Earthdawn: no problem, really. Flavorwise, many magicians wear robes on account of historical issues.</li> <li data-xf-list-type="ul">Exalted: no problems.</li> <li data-xf-list-type="ul">TORG: no problems.</li> <li data-xf-list-type="ul">Ars Magica: no problems per se, but wearing armor (or carrying other heavy stuff) tends to fatigue the wearer, and so does spellcasting. So most magi would rather not wear armor and instead save that energy for casting.</li> <li data-xf-list-type="ul">Drakar och Demoner (Swedish game): Has gone through lots of editions with varying interpretations. For most of them, it has been impossible to cast spells while touching iron (specifically). Bronze or mithril armor works, though. Some versions have expanded the issue so that you can't cast spells if you're <em>surrounded</em> by metal, even if you're not touching it (e.g. in a cage). Other editions have broken with tradition and allowed wizards to use whatever armor they want.</li> <li data-xf-list-type="ul">Runequest (at least 3rd edition): Spellcasting, like many other skills, take a percentile penalty equal to your encumbrance. Iron is specifically anti-magical, and gives a penalty five times as large as normal (but also does double damage to certain magical creatures, like trolls and elves). You can get tempered iron that does not have the extra penalty and is also a lot harder. The most common metal in use is bronze.</li> <li data-xf-list-type="ul">Eon (another Swedish game) doesn't have any issues with wizards and armor, except for fatigue stuff. However, because the way starting gear is set up (each profession says something like "A picks from the 'clothing' menu, B picks from the 'adventuring gear' menu, C picks from the 'transportation' menu, D picks from the 'esoteric stuff' menu, and E picks from the 'weapons and armor' menu"), starting wizards tend to be pretty light in the armor department.</li> </ul><p>That's pretty much all I can recall about armor and wizards in RPGs.</p></blockquote><p></p>
[QUOTE="Staffan, post: 4573662, member: 907"] I'm pretty sure MERP has the same divisions as Rolemaster. Essence (=arcane in D&D) magic-users have problems with any non-living material (including once-living material like leather), so they can't wear armor at all. Channeling (=divine) is fine with organic material, but not with metal. Rolemaster also adds Mentalism (=psionics), who can wear as much armor as they like over most of their body, but can't wear helmets. Some other RPGs' versions of the whole wizards-in-armor thing: [LIST] [*]Earthdawn: no problem, really. Flavorwise, many magicians wear robes on account of historical issues. [*]Exalted: no problems. [*]TORG: no problems. [*]Ars Magica: no problems per se, but wearing armor (or carrying other heavy stuff) tends to fatigue the wearer, and so does spellcasting. So most magi would rather not wear armor and instead save that energy for casting. [*]Drakar och Demoner (Swedish game): Has gone through lots of editions with varying interpretations. For most of them, it has been impossible to cast spells while touching iron (specifically). Bronze or mithril armor works, though. Some versions have expanded the issue so that you can't cast spells if you're [I]surrounded[/I] by metal, even if you're not touching it (e.g. in a cage). Other editions have broken with tradition and allowed wizards to use whatever armor they want. [*]Runequest (at least 3rd edition): Spellcasting, like many other skills, take a percentile penalty equal to your encumbrance. Iron is specifically anti-magical, and gives a penalty five times as large as normal (but also does double damage to certain magical creatures, like trolls and elves). You can get tempered iron that does not have the extra penalty and is also a lot harder. The most common metal in use is bronze. [*]Eon (another Swedish game) doesn't have any issues with wizards and armor, except for fatigue stuff. However, because the way starting gear is set up (each profession says something like "A picks from the 'clothing' menu, B picks from the 'adventuring gear' menu, C picks from the 'transportation' menu, D picks from the 'esoteric stuff' menu, and E picks from the 'weapons and armor' menu"), starting wizards tend to be pretty light in the armor department. [/LIST] That's pretty much all I can recall about armor and wizards in RPGs. [/QUOTE]
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