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Vastlyapparent

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  1. Please correct me if I'm misrepresenting your suggestion, but that seems pretty status quo when it comes to how DND-based RPG's do things. Yes, that piece stems from a classic, DnD approach, but if you look at the concept, even the light, medium, heavy are really more of a baseline quality then anything. The point is people need a frame of reference and immediate context so that they can make quick informed decisions about whether the armor they found is better then what they have. Having 4 tiers of armor represent simple ideas allows this to happen; Since it's fairly intuitive that L
  2. I've always felt armor should be kept in 4 some-what abstract categories/tiers, and then have the material an/or quality dictate individual armor pieces exact stats, with armor types/designs relating to appearence. The tiers really just determines how the specific piece of armor relates to, protection, mobility/speed and endurance. Protection could be, deflecting attacks, reducing damage, or even increasing an opponents miss chance (a sheet of clothing may not stop a sword, but it makes you difficult to see!). Mobility could be your ability to outright dodge, use skills, how quickly you trav
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