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Update #29: Fulfillment and the Pros and Cons of Nostalgia and Realism

project eternity update 29 armor fulfillment josh sawyer darren monahan

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#21
farlinlaedavin

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Great update! I personally like systems that take into account the types of armor and the weapons used against that armor. For example, slashing swords are more effective against leather/hide versus say plate armor. Whereas a crossbow bolt may be more effective against plate versus say chain armor. Things along those lines. I also like the ability to layer armor, such as chain worn under plate armor, etc. You could simplify this by simply creating multiple types of plate armor where one type already has chain under it, which would give a bonus versus slashing and piercing type weapons, but would be less effective against say bludgeoning weapons. Granted I am not an expert in armors, but these are just some things I think about. I could also see armor being "master worked" or something along those lines in which the bonus is not necessarily in the effectiveness of the armor, but possibly in that it is more mobile and "fitted" to the wearer. I like the idea of realism in the mechanics, but with the element of magic available to augment the mundane equipment, such as barrier spells or reactive enchantments.
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#22
Zerbyte

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My friends and I back in the day did lots of armor based on what race made it and often what material it was made from.

Elves were able to make very "tough" armors from hides and special plants and such for example while dwarves made heavy tank like stuff.
It was a little more complex then we intended but we are not game designers either ;)
But maybe that will give you guys a new idea on breaking armor types up both in terms of playability and artistic looks. Ranger wants to be one with nature? Go heavy elven "plate" made from living vines and bark. Or a gnome in his lightweight gear driven techngnome armor.

Just an idea.
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#23
Gorth

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In terms of realism vs nostalgia, I think the big winner should always be vision and fun. I don't care if it's entirely supported by historical precedent (although 'verisimilitude' is always vital), and I don't care about nostalgia in terms of the armor and weapons at all, but I do want it all to be sensible and add to the game. What I don't want are ridiculously oversized swords or insane looking armor that the wearer should be required to make a saving throw every time he dons it to make sure he didn't castrate himself in the process.


You need to shout a bit louder, I don't think GW can hear you over in Nottingham :grin:

I'm probably an oddity, because I don't really like a lot of loot in my games. I would love just for once to play a game where finding enough funds to upgrade my rusty shortsword to a shiny new longsword (with a pommel gem!) felt like something worth celebrating at the local tavern. Same thing for armours. Rather than an overabundance of types and making it hard to chose what to wear (that sounded all wrong?), let me refine and customize what I wear. Nice chainmail. Maybe add a bit of padding, some pauldrons and a fire retardant paint job? It's still my favourite old chainmail which I named after taking it off some baddies dead body and adjusted the length.
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#24
Alexjh

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I think part of the solution to differentiating armours could be a mixture of "what is armour made of" with "how good quality is this" in a sort of extrapolation of the idea of "masterwork" weapons, the benefit of working in a fantasy setting is you can formulate fictional substances and mythical beast hides to justify why armour a is better than armour b.

I think aesthetic is a part of it, and you perhaps the key is thinking why a class is generally associated with a certain kind of armour. In the barbarian/ranger and hide armour example you give I would suggest that they might wear hide as opposed to a different armour because its warmer and offers better protection from the elements and is quieter. Possible solution would therefore be to give hide armour some resistances, while giving heavier armours penalties to skills that would logically be effected by heavier armour. Quietness strangely is possibly one of the major key things you didn't mention, and while I think you need to strike a balance between letting the player do what they want, there should clearly be limitations in as far as there is some vague semblance to reality - so in this case, plate armour would have penalties to sneaking and similar skills.

The wizard (and monk) question is a bit more interesting as these are classes which have historically been denied armour at all, and I think why thats the case has to be examined. In the case of monks, the core concept of that class always seemed to be a bit counter to the concepts of a dungeon crawler anyway in that they are a low-loot class. No weapons, no armour. What I'd think is perhaps position them slightly more towards a "weaponmaster" kind of character concept of focusing on offense through a specific means (be it unarmed, or a focus in just a staff or something) and instead of saying "wear armour and loose all your powers" you presumably need a concept which encourages light armour but doesn't mandate it. Perhaps if you are inegrating any sort of acrobatics into their playstyle options, heavier armour would run counter to that. Wizards are a bit more complex but I think the classical wisdom essentially boils down to wizards acting as the artillery of a group and therefore for balance purposes being lightly armoured, not to mention the "robes and pointy hat" aesthetic they have. One option would perhaps be to say that while a wizard can wear a massive suit of traditional plate armour, it isn't necessarily a good idea to do so, but for the less limber wizard there are alternatives. Assuming you were working on the D&D model for a second of AC measuring difficulty to land a hit, if you had a seperate family of (magical, perhaps forcefield based) armours which didn't do that but had damage resistance instead you then have a system where you can have wizards clunking around in big beefy armours without necessarily losing the class aesthetic or impinging on the role of traditional armour too much. The trick then would be justifying why everyone didn't wear that, but this was merely a starting point.

The other option of course is to go the route of training trade off - again basing in on the 3rdEd D&D, if instead of when you level up having a page for skills, a page for feats and a page for spells all seperate, have them all on one page and let the player choose to allocate what they want where. This way, you end up with a scenario where, if someone wants to take the classic mage route they can, but equally, if someone decides they want to sacrifice a bit of their spell learning and focus instead on being able to use heavy armour they can, but they'll be just that bit less experienced in magic as a trade off.
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#25
Plasma Jesus

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Glad too see an update today, nice face paint, all the armor stuff is really interesting to think about, but I'm not sure if there is one real perfect answer for how to do that, maybe if armor is somehow tied to souls you can find a way to make the mechanics work like you want them.

Congratulations on the baby Darren! :w00t:
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#26
Dashtego

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Adding to my previous post, the "material tier" system would work for all armor types. Having a variety of metals would be cool. Having regionally/geographically/culturally unique armor would be great, would incentive travel and exploration, and would just make a lot of sense. What would be REALLY cool is having levels of blacksmiths. Maybe there are two or three really famous blacksmiths, 8 or so pretty famous ones, a dozen regionally renowned ones, and then a bunch of averages ones (those particular numbers are arbitrary, of course). It would be assumed that blacksmiths were making most of their own wares (which makes sense) and the more famous the blacksmith, the better his armor and weapons would be. Of course, they would also be a heck of a lot more expensive. If the most famous blacksmith of all is named Peter, you could buy "Peter's Platemail," which would be lighter, stronger, maybe have some special featues, be more durable, etc. It would also cost a fortune. Players would hear about blacksmiths of varyng talents from NPCs, and having a suit of armor or a sword from one or another famous blacksmith would make people think more highly of you (thanks to some kind of quantifiable positive reaction modifier, or charisma enhancement). Players would have to choose between dropping a ton of gold on a really amazing piece of armor, or spending less on a less well crafted piece. Of course, excellent armor could still be found as loot (and maybe some of the special loot could have been crafted by the ancestors of the really famous blacksmiths in the game - this would make the world that much more believable)
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#27
doshu

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Here are some quick thoughts about armour, or rather on the weight/protection part of it. Most of it will probably sound obvious though^^.

As noted above, taking the weight and overall body coverage of armours might help you a long way in defining a solid system. Allowing all kind of characters to wear pretty much wathever type of armour is not a bad thing, but the advantages and disadvantages of a specific type of armour for a specific character build should still be present. A weak but agile warrior should not want to wear heavy plate unless some very good reasons. A strong warrior should want to wear plate unless having to sprint or swim or whatever good reason to not have 50kg of metal on your back.
That's pretty obvious stuff, but on that basis, it might be interesting to make the character's ability to move and fight differ a bit. For example, the same warrior wouldn't move nor fight in the same way wearing leather or plate, whatever his strenght is. Gameplay wise, this could be rendered not only as slower execution speed, but also access/advantages to special moves (quick strikes in leather, heavy ones while being kind of reckless but ok thanks to the plates)... I have been practicing Japanese swordmanship (not kendô, the real stuff :p) for 10 years, and the techniques vary a lot wether they were meant to be executed wearing armour like during the battles of the Warring States, or without like during the Edo period. The former are more wide moves and big strikes, the latter, more close combat style with small and souple moves.
Another interesting point would be to make the critical strike rate change depending on the type of coverage an armour gives, plate being close to 100% and leather to 50%. It should be more difficult to strike someone critically when he's mostly covered in armour, without having 100% protection of course (plate having weaknesses at the articulations...which are the spots aimed by the techniques against armour in my sword school).

To sum it up: weight influencing movement and techniques - armour types influencing critical rates. Those are my two cents.

Edited by doshu, 30 October 2012 - 05:18 PM.

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#28
kaeroku

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Regarding armor design... thinking about this, I realize that my favorite upgrade system is very simplistic... that used in the early FF games... Cloth, to Leather, to Iron, the Steel, to Platinum (or Mithril, whatever ;) )... etc. The reason being because I was going through a perceived progression of increasing quality.

But for use in PE, what about a technological basis for upgrades? That is to say... one thing not covered in D&D or even really any of this type of RPG at all is modern synthetic materials... the advancement of armor tech usually STOPS at plate, which, while not necessarily bad, limits a bit of what you can do.

Cultural modifiers get wordy and aren't meaningful to the player. I see "redskin jersey" and unless I know who the Red Skins are, I'm not really feeling it. Even if I DO know them, if I have no tie to their craftsmanship or cultural symbolism, it's still meaningless, and if I have to read through loads of lore to get there, well, then I should have bought the book instead.

However, if you follow a technological progression, you get something like this:

Light Armors:

Loincloth - ancient era
Cloth Vest - pre-Dark Ages
Robe (soothsayers, priests, "mages") - Dark Ages
Ballistic Vest (or simply "Light Body Armor") - Protects against bullets, moderate protection against handheld weapons, relatively very light (about the weight of a backpack, if that. Lighter than almost all historical leather armor types)
Synthetic Fiber Suit - Modern era, high-tech materials enable a variety of amazing feats in fabric as light as cotton: from weaving nearly invisible chain through nearly invisible layers of kevlar and ballistic nylon to achieve a thoroughly cut-resistant result, to weaving in Dyneema for an extreme resistance to heat... variations on this theme allow for a huge array of options for light armor users to upgrade. You just pick your fiber mix for the result wanted.

Middle Armors:

Leather Hide - or Leather Strips
Leather Skirted Coat (Greco-Roman Empire)
Chain-Leather Vest (commonly known as chainmail, was often far lighter than plate and I always found it misplaced in heavy armor, especially since many historical accounts speak of chain mail as actually being leather with chain rings threaded through. True chain coats are a more modern concept.
Breast Plate - Full Plate was discarded between the 16th and 18th centuries in favor of lighter weight armor. Lighter drops it to the med category as an option.
Steel Vest - As weaponry advanced, plate became less effective. Protection was less important than speed (but AC is an indication of how hard you are to hit, so improved speed with similar protection results in lower AC... however you want to do that mechanically, I think it still holds consistent.)
Kevlar - Modern Ages - stops bullets (or "interferes with magic" as well as crossbow and knife attacks)
Advanced Composite Armor - Modern era, there are several variations including the US Interceptor Body Armor, the Dragon Skin Body Armor, and others...


Heavy Armors:

Mammoth Tusk Armor - or simply Bone Armor - ancient era
Scale Mail or Hauberk or Cuirass - pre- and post- Dark Ages
Iron Plate Mail (skipping scalemail because chain and scale were often tradeoffs with different strengths, this has been reflected in some D&D games and could be used) - Early Medieval Era
Forged Steel Plate - Later Medieval Era
Full Plate - Later on during the same era, just greater coverage, and continued post-renaissance along with steel plate
Spectra (or whatever name you choose) - Modern era, heavy modern synthetic materials provide maximum ballistic protection as well as heavy resistance in hand-to-hand combat


Obviously you could go more advanced. I know that many worlds (Forgotten Realms) are in a medieval setting which makes the top items on the list impractical in some respects, but nothing says you have to name it exactly by modern names. "Kevlar" becomes "Dragon Skin". .. etc. There's plenty of naming options to play with. "Balrog Skin" can be better than Dragon Skin, "Demon Skin" can be stronger than Balrog Skin, "Planar Armor" can be better still....... etc. You did a lot with this kind of thing in Planescape: Torment. Riff on that ;)


Okay one last SHORT small thing: One major niggle I Have about all RPGs (Baldur's Gate, Planescape Torment and Icewind Dale among them) is when I clear out an area (lets say, of bandits) and they have the EXACT SAME INVENTORY! It's terrible, Really. I don't want to pick up 40 UNSTACKABLE silver rings from 40 guys, especially if they don't have some kind of gang insignia on them explaining why all 40 had the same loot, same weapon, same range of gold drop, same armor, with only 1-2 minor variations between them if any! No, it's terrible. I'd suggest something like this, though that might be going too far in the other direction with a bunch of useless items. Having a better range of options for loot drops is important, though! At the very very least, if you're going to make me pick up 40 silver rings, PLEASE make them stackable! I understand why plate mail can't be, but just like keys, can't I put all the rings on a chain or something! Please!? Having a carry capacity of 400 lbs on my main character, and having him get full because he's holding 20 silver rings and a scroll book is just embarrassing.

Thanks for reading.
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#29
Gatt9

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I'm actually a fan of early CRPG methods of describing advancement of materials. Like Iron > Steel > Mithril > Adamantine > Crystal. While it's really just +x to the armor type, IMO it's a better system.

I'm not a fan of the ARPG system of Cracked/Shoddy > normal > Masterwork, it doesn't really feel "Rare" to me. Theoretically, that those types really shouldn't be all that uncommon in a world.
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#30
BBBD

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Just an idea but why not have the different areas of the game have different skills in blacksmithing. Then instead of +1 we could have leather armor made by the smithy in city X which has spent years reaching the pinnacle of leather working technology but in city y is a smithy who makes the greatest plate mail. Could even name the armors for regions or by specific smiths as armor levels. Trade exists so I'm sure these armors could appear out of their region/area in some circumstances.
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#31
Zephyrous

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Rather than generic terms like "+1", how about quality, material, or property modifiers?

Cloth: Padded -> Reinforced Cloth -> Brigandine -> Reinforced Spidersilk
Hide: Bullhide -> rhinohide -> -> -> dragonhide
Leather: Tanned Leather -> Boiled Leather -> -> -> Gryphon Leather
Chain: Ring Mail -> Chain Mail -> -> -> Elven Chain
Banded: Scale -> Splint -> Lamellar -> -> -> Dwarven Lorica
Plate: Plated Mail -> Half Plate -> Full Plate -> -> -> Articulated Plate

With modifiers based on craftsmanship, enchantment, coverage, etc.
"Fine", "Masterwork", "Muffled", "Reflexive", "Fire Eater", "Sanctified", "Shirt"/"Cuirass", "Hauberk", "Haubergon", "Suit", etc.

As to making certain armor types preferable to certain classes, or multi-class builds (if those become an option) here are some possibilities:
Armor skills, either trainable or autogrant, improving a certain type of armor based on class levels.
Armor specializations: Broad - Light Armor, Narrow - Cloth Armor, Focused - Brigandines
(Rogue gains light armor at level 1, improves at 3, broadly specializes at 5, improves at 7, narrowly specializes at 9, improves at 11, focuses at 13, improves focus at 15 (stretch or compress based on max levels)
(Fighter gain armor of choice at 1, improve at 2, gain second armor choice at 3, etc.)

Or, each armor type has strengths and weaknesses, heavier armors offer more protection, and reduce speed, or are noisier, or have some other drawback.

If the goal is to make each character use multiple types of armor based on the situation, inherent bonuses and drawbacks shouldn't effectively cap stat contributions, but might offer other intrinsic tradeoffs.

Edited by Zephyrous, 30 October 2012 - 05:33 PM.


#32
Ultraken

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Similar to cost of repairs mentioned earlier, higher-quality and more-advanced armor types would require more complex and/or expensive maintenance. Metal armor in particular most likely need the services of an armorer or for the character to have similar specialized skills. Enchantments add even more difficulty, with the character possibly needing at least some familiarity with magic to maintain and repair such armor without permanently damaging it.

Padded cloth and hide armor require little maintenance and are easy to repair with readily-available materials. They're basically little more complicated than ordinary clothing and nearly as readily-available.

At the other extreme, an exceptionally-well-made, highly-enchanted suit of plate armor custom-fit to its wearer would be staggeringly expensive to purchase in the first place, and then require the services of skilled artisans familiar with its construction, materials, and enchantments. Only nobility or legendary heroes could afford the extravagant upkeep for such a suit of armor, making it Awesome But Impractical.

I based this on how the game Transcendence handles ship armor. More advanced armors are more expensive to buy, of course, but also more expensive to repair when they get damaged and require more advanced repair facilities. Particularly high-technology armors can only be repaired by the transhuman races, requiring special currency that is hard to get. Automatic repair devices start having trouble with higher-tech armor, too, and start working slower on them. The most advanced armor in the game (looted from the final boss) can't be repaired by anyone, and auto-repair can fix it only slowly. It does, however, have far and away the highest armor rating in the game and is highly resistant to all but the highest-technology weapons so it's debatably worthwhile. :)

#33
Elerond

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If armor types like hide (or scale, or mail) should remain viable on their own, how should that "upgrade" be expressed to the player? Functional descriptors like "fine scale", "superior hide", etc.? Cultural or material descriptors like "Vailian doublet", "iron feather scale"? Olde tyme numerical descriptors like "scale armor +1", "half-plate +2"?


I think mix of different naming types could be best way to approach this subject.

Hide armours for example could be named after animal/s which lose their hide in making of the said armour, for example there could be wolf hide, boar hide and bear hide armours and this character same protection as what those animals have in the game. And viable hide armour could come from exotic beast like yeti. But I don't see any bad in that if wrought leather armour is better in end game than armour which is stich from hide without additional protective prosessing. If style will cost in protectiveness, then it will cost.

But when it comes to naming wrought armours, in my opinon cultural naming is nice way to do that. Common versions of the armours should have common name, as most of the armourers can do them, but if armour uses special wrought technique, for example similar what was used in Damascus steel weapons, armour should have cultural name that tells orgin place of technique, or where traders buy most of the stuff that is made by using that technique (case of Damascus steel). Or name could came from art styles what are used in armour, like gothic plate. I like cultural names for things because they give setting more life and make armours and weapons sound unique from other systems.

And one thing which I like lot is that if it is difficult to say for sure which of the armours is best as they all have things where they excel but they also have things where they don't have such fine performance.

Edited by Elerond, 30 October 2012 - 05:26 PM.

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#34
Zeckul

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I have no idea where to even begin solving this problem, but I'm glad to see it's being analyzed in such depth and with such great care, and it's making me confident and excited about this game.

One thing I want to say though is that making lots of options viable and subtly different is not necessarily good. 2nd AD&D was incredibly restrictive in what players could wear and use, yet somehow the best RPGs ever were made with it. The simplicity of the combat system allowed greater focus to, I guess, the spell system, which was incredibly varied and deep.

I guess what I'm trying to say is that depth isn't something absolutely, inherently good, sometimes a more shallow system can be better. Personally I found 3rd edition D&D to present me with way too many options and couldn't be bothered to figure out what the best build was myself, I'd always use pre-defined builds made by people with, from my pov, too much time on their hands. That wasn't fun.

#35
Hormalakh

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Some materials (let's take the troll hide as the example) should not be able to increase in the tier system. That way you can only have troll hide armor, but not troll leather armor. It makes for an interesting option for the player: should my barbarian wear the troll hide armor or should I move him up to a higher tier leather armor but of poorer quality animal skin?

#36
kaeroku

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In terms of realism vs nostalgia, I think the big winner should always be vision and fun. I don't care if it's entirely supported by historical precedent (although 'verisimilitude' is always vital), and I don't care about nostalgia in terms of the armor and weapons at all, but I do want it all to be sensible and add to the game. What I don't want are ridiculously oversized swords or insane looking armor that the wearer should be required to make a saving throw every time he dons it to make sure he didn't castrate himself in the process.


You need to shout a bit louder, I don't think GW can hear you over in Nottingham :grin:

I'm probably an oddity, because I don't really like a lot of loot in my games. I would love just for once to play a game where finding enough funds to upgrade my rusty shortsword to a shiny new longsword (with a pommel gem!) felt like something worth celebrating at the local tavern. Same thing for armours. Rather than an overabundance of types and making it hard to chose what to wear (that sounded all wrong?), let me refine and customize what I wear. Nice chainmail. Maybe add a bit of padding, some pauldrons and a fire retardant paint job? It's still my favourite old chainmail which I named after taking it off some baddies dead body and adjusted the length.


I very very very much like the idea of customizable / upgradable armor. I'm thinking a pseudo-mechwarrior build option then, you have your "leather armor" and you can ADD studs to it, ADD shoulder padding (makes it quieter, so thieves have access to it), ADD a featherweight modification (for mages, minimizes spellcasting inhibition.) Also being able to find other armors (as death drops) and seeing how they're modded (with a skill roll?) to determine whether you can modify your own armor to work that way yourself or not, or if you have to take it to a master... I can see a whole world of possibility there, sticking with only 3 armor types and making it an almost pure upgrade system...


It would be incredibly unique, and you could do just about anything with it, AND create the right kinds of upgrades to make armor of all weights accessible to all classes, with various options for mitigating penalties and adding value... I always like feeling like I'm getting just a little bit extra out of my gear, so maybe have a "soft limit" to the amount of upgrades, and then build in rare and/or difficult ways to bypass that limit to gain an advantage (something significant, but not game breaking... ie if upgrades usually carry a penalty of some sort, let met find a way to counteract that penalty and get an extra upgrade... something)

I really really like this idea. Do it! (it also makes death drops a whole lot more interesting, especially if there's a randomness factor to the upgrades they can contain)
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#37
dillmantm

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In a game I DM'd recently (AD&D 3E), I did away with AC and split defensive scores into two categories:

Evasion/Deflection: Affected the character's ability to avoid being hit altogether, opposed by adversary's attack roll. Heavier armors severely reduced this ability. Lightly armored characters we also able to react more quickly and roll with attacks, reducing the chance of critical hits.

Absorption/Reduction: Affected the character's ability to shrug off damage, opposed by adversary's damage roll. Heavier armors were more effective at reducing the damage taken.

There were some associated skills as well, but what it boiled down to was creating two combat phases for every attack, and involving the defensive player more. For each attack, phase 1 was the to-hit roll checked against an attempted counter-roll, using the defender's evasion score. If the attack hit, the damage roll would be countered by a reduction roll (essentially the efective damage reduction was the % difference between the rolls).

It ended up balancing out pretty well... lightly armored characters were able to do a better job of not getting hit, while heavily armored characters were able to take boatloads of damage. Sort of an unintended but happy side effect was that medium armor became the preferred happy-medium instead of the bastard middle-child nobody likes.
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#38
Ignatius

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I really like the idea of perks that tie into the armor your character wears. I think this is a good direction. (And I liked it in FONV.)

You could have perks for fighters that let them better utilize heavy armor, move faster, less stamina drain, while also giving the light armor bonuses to attack speed or movement when wearing light armor. I think heavy armor should definitely offer better mitigation as a baseline, but with the right perks, a light armored character could become just as resistant, or more proficient at dealing damage/performing more actions, depending on the direction you go with your perks.

Um, I just really like perks, I guess.

I have no problem with armor types being replaced with "better" versions. And I'd be fine with simply incorporating new interesting names for better tiers. It's really not a problem to me. It lends itself to the feeling of progression, and so long as a certain type of armor remains effective (through perks, stats, overall look) then I think the classic hide wearing barbarian can survive until the end of the game.

I also agree with what was said before, having benefits/down-sides to armor types beyond damage mitigation could be interesting.

This is all just stuff that I find appealing in games I've played in the past. Finding a resolution to this problem is beyond me. (I'm sure you'll figure it out, lol)

Cool face paint.

Edited by Ignatius, 30 October 2012 - 05:53 PM.


#39
Shevek

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I find alot of this armor stuff interesting but I am curious about the specifics. How exactly will armor work? Dr, Ac, etc.. What will item enchantment be like? If +1 is gone, what are we left with?

As for the questions, I think it is supremely important to support many different character concepts. However, I would caution against the idea of designing a game around armor switching. That does not seem right. My Rogue should not be carrying a bunch of Plate in his pack just in case. You should be able to stick to an armor type from start to finish.

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pintoyac

pintoyac

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First' I'd suggest making a list of categories of the same material, therefore giving the sense of improved protection/quality to a same type of armor. Let's say you have a Bear Leather Armor, sounds nice, right? What about a Griffon leather Armor? Sounds much better! You could create a list of materials/metals that change the stats for each item.
Otherwise, you could also add a description, like Iron Plated Leather Armor, Reinforced Scale Mail or something of the sorts.Even Blessed Mail could fit with your lore I assume, wherever there are meddling deities, there are enchanted/blessed items.
As someone mentioned before, cultural armor would be important, as different cultures figh in different ways, say a culture that upholds honor, would probably reinforce the front of the armor and leave the backside exposed, giving it no consideration, while a "sneaky" culture, would do the opposite.
If you are planning on doing different protection for different body parts, then that could help with what I stated before, additionally, as a player you might reinforce your armor on certain parts, depending on how you fight.
Something else that I would like to add, although probably not many people will like it - how come every store owner has my *exact* size of armor? If we're talking about a ravaged world, armor should be something expensive that you either craft yourself, or is tailored to your size.

Edited by pintoyac, 30 October 2012 - 05:34 PM.

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Also tagged with one or more of these keywords: project eternity, update 29, armor, fulfillment, josh sawyer, darren monahan

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