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Re: T'orites and armor
> > Clothing and Robes are different. Clothing does not
> > provide any DV.
> > Standard everyday attire or business clothing gives
> > you 0 CDV.
>
> Sorry Steve but my understanding of that is little
> or no clothing i.e. loin cloth, works as no protection
> and 0 CDV. I have allowed light skin tight clothing in
> the past as GM.
Why be sorry? Our opinions differ. *shrug* The loin cloth
thing is a bogus argument based around movement restrictions
not armor. (in my opinion) And I've always run it as such.
I do not believe that the majority of people go around
in anything that can even slightly be counted as armor.
> > Hence you
> > can immobilize most people with no extra effort.
> > So... you don't have to
> > be naked to get zero CDV... you just can't be
> > wearing anything armored
> > or padded. Normal clothing also does not affect your
> > movement rate (GM
> > adjudication for those tight leather pants you like
> > to wear).
> >
> > I'm still pondering your extra difficulty check...
> > are you suggesting
> > something along the way of an extra die per CDV? So
> > 3d6 for robes, 6d6 for plate.
> >
> Hasn't some group played with this idea? I know I
> had players bring up "rules" to do this. How did they
> work out?
Good question? Anyone know of any groups that have played
with this rule?
I once played with a similar tweek in which a fraction of
your mod could be used for DV. This was to reflect the fact
that a better sword fighter (for instance) would be harder
to hit in combat (i.e. a higher CDV) (or for you wresting
fans, a better grappler is harder to pin/throw). I'm still partial to
this idea but would in the future experiment with a
different fraction... I digress though in that this has
nothing to do with immobilize. I have ruled in the past
that several adventurers have been mutated in a manner
that makes them harder to immobilize and/or bludgeon. I've
also let someone with a good immobilize take a round to
"study" someone looking for an opening.
-Steve