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Re: Neons and Jaguars
>
> Here's my short take on the armor thing.
>
> The current armor in AQ is reaaly pretty good [except chain ;) ]. For most
> to-hit situations the DV's for the armors are just fine. When you run into
> a 75 rating baddie, he'll cut you up no matter what you're wearing.
They aren't bad so longa s they are taken into the context of what
they actually protect and ignore the movement/stat penalties.
>
> The current armor in AQ to me seems like generic production model kind of
> stuff, like a Dodge Neon or something: cost effective. Not too expensive
> but also not as luxurious.
Fair enough
>
> This is where armor construction skill comes in. Why not use the skill to
> make armors that articulate better for improved movement? Or by the same
> token, try for armor that gives better DV's for the same base movement? Oh
> yes, and then pay out the nose for the time, effort, material cost, and
> whatever else. These details would all be overseen by a senior GM. This
> would be the equivalent of buying a Jaguar or something. Harder to find,
> expensive, but worth the trouble.
*nod* Again, agreed, but it still doesn't address the problems of the
base armors being too heavily penalized.
>
> Armor Skill: this leaves out non-warrior types. Granted I may have a
> slanted opinion, but it seems that lately many more new skills are being
> proposed to beef up warriors. Like Jevan said, why not just use sprinting
> to get more movement? Most warriors will have a 15 strength at least; I
> don't have the statistical table handy, but isn't 15 on 3d6 (1 die
> default) about a 75% sucess rate?
In plate its a +4 die default. So to sprint in plate mail its 5d6 for +10ft.
Read the skill, its effected by both str and agi penalties. Chain is
4d6 for +10ft. That in my opinion is not reasonable. And it still
does not address the problem of armor slowing folks down far too much.
Wright