[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Proposals
Current
C M G Mv Stat Penalty
Robes/Clothes 1 1 1 50 none
Chain
Iron 4 1 2 30 -1agi and pwr
Steel 5 2 2 30
Adamantite 6 3 2 30
Plate -1str, agi, and pwr
Iron 6 4 2 20
Steel 8 5 2 20
Adamantite 10 6 2 20
Leather 2 2 2 40 -1agi
Proposal 1: Increased movements and looser penalties
Infitting with the more water planet theme, Jaernian
armor is lighter and less encumbering. It leaves
the limbs bare and free for movement.
C M G Mv Stat Penalty
Robes/Clothes 1 1 1 50 none
Chain
Iron 4 2 2 40 -1pwr
Steel 5 3 2 50 -1pwr
Adamantite 6 4 2 50 -1pwr
Plate
Iron 6 4 2 30 -1 agi and pwr
Steel 8 5 2 40 -1 agi and pwr
Adamantite 10 6 2 40 -1 agi and pwr
Leather 2 2 2 50 none
Proposal 2: Increasing the protection of armor to make it fit
with its penalties.
In keeping with the current penalties on armor, this proposal
raises the protectiveness of each piece of armor. In this
proposal, armor is designed as full body, neck to toe covering.
C M G Mv Stat Penalty
Robes/Clothes 2 2 1 50 none
Chain
Iron 6 4 2 30 -1 agi and pwr
Steel 8 6 2 30 -1 agi and pwr
Adamantite 10 6 2 30 -1 agi and pwr
Plate
Iron 8 6 2 20 -1 str, agi, and pwr
Steel 11 8 2 20 -1 str, agi, and pwr
Adamantite 14 10 2 20 -1 str, agi, and pwr
Leather 4 3 2 40 -1 agi
Notes:
1) On both proposals the protectiveness of chain armor was
increased vs. missile weapons. Why? Because mail
WILL deflect some blows or absorb the impact of
said blows far better than layers of cloth will.
2) GDVs did not increase because I couldn't come up with a good
reason to justify their increase. The only so so one was
for chain mail because its fairly clingy and slick on
the wearer, and that makes it very difficult to get and
maintain a hold on.
Proposal 3. The reworking of DVs.
The concept of 'grapple', 'missile', and 'combat' DVs have
always bugged me and others I've heard speak about it. You
just cannot even remotely accurately sum up all of the forms
of attack against a type of armor into such categories. The
justification for mail to be so lousy against missile weapons
was that it sucked against arrows. Thats all fine and good,
but what about how well it protects against blunt missiles
such as thrown hammers and bolas? And since it does 'suck'
against piercing weapons, why does it protect fairly well
against piercing melee weapons such as spears and daggers?
Proposed changes:
1) The dissolution of combat/missile/grapple DVs.
2) Implimentation of Edged, Piercing, and Blunt DVs.
Benefits:
1) Its far more accurate than the current system.
2) Its not a difficult change, and it will only make
the system better.
3) Far easier expansion of the current armor list in a
reasonable manner without duplication or very
questionable numeric assignments.
4) Easier definition of what form a piece of armor takes.
5) Its more intuitive.
6) It lines up more with the critical hit damage system.
7) It disolves that pesky "linear" defense value that crops
up from time to time that few know how to calculate
by making guns and such piecing weapons.
8) Artillery has been a big question for awhile. How does
a person get an artillery DV? Or does artillery attack
a person's MDV? With this the attack types will line
up much more easily.
9) Redefining what statistics effect the mods, and making them
more reasonable.
Difficulties:
1) It is a change.
2) Grapple. How to handle grapple? The easy answer is to
just lump it under blunt because of 'kicks and punches'.
How does this handle things like holds and such? The
simple answer to this is to make it a derevation of
Blunt DV with a slight modification to hit since it
is a little easier to grab someone than to hurt them
with a punch.
The upside of this however is that grapple attacks
fall from the current status of utter lethality to
something more reasonable and defendable against.
The last way to handle grapple is to simply add in
a 4th DV to this proposal and just keep the Grapple DV.
I personally don't favor it, but it is an option.
3) Statistical modifiers. How these do these figure in to DVs
will require a bit of reworking. Agility is obviously
the prime factor still, as is mobility. However things
like strength and will power do not work well.
Perception and commonsense work the best for DVs. By
seeing the blow coming, and having the sense to get the
hell out of the way.
The Proposal:
Defensive values are calculated based upon ones statistics, and
armor, and other factors. Three statistics effect defensive values.
They are agility, common sense, and perception.
Agility is a person's ability to actually get out of the way of
a blow and dodge incoming attack.
Peception figures in by being able to see the incoming blow and to
respond to it in time.
Commonsense is a persons ability to react to what they see in the
appropriate manner, and there by allowing someone's agility to
come into effect.
All three stats add to ones DVs by taking the statistic and dividing
it by 5, rounding down.
Thats it so far, if folks like the concept, I'll writeup some
numbers for the actual armor.