Author Topic: Armor Properties  (Read 5482 times)

Djtooth

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Armor Properties
« on: July 07, 2012, 07:07:13 PM »
Why not give armor the same customization as weapons?
Sometimes characters dont really care about AC, such as chargers so why dont we have a chart that allows people to make armor that fits them?
First change this mechanic adds is armor no longer gives an AC bonus , and Heavy armor is no longer a thing.
Armor can have up to three properties, all circles that give an item armor bonus have no properties(armor can still be worn over it for properties). Sophisticated can now be taken with armor. You can only benefit from one piece of armor at a time, you cannot change the armor you are wearing during encounters.

[Thick] -  +1 item bonus to AC. 'can be taken up to three times'

[Tough] increases DR by 1 +1 per ten levels.

[Light] +5 movement speed 'can be taken up to three times'

[Sturdy] +1 to saves against combat maneuvers 'can be taken up to three times'

[Flexible] +1 to any one DEX or Str based Skill.

[Resistant] +1 to fort saves 'can be taken up to three times'
[Loose] +1 to reflex saves 'can be taken up to three times'
[Aluminum] +1 to will saves. 'can be taken up to three times'

[Deceiving] as an immediate action you may cause an opponent to gain -2 to atk rolls against you until end of turn.

[Illuminated] This may be activated/deactivated as a swift action. -5 to stealth rolls, you emit light for up to 5ft.

[Grounded] you take 5 less damage from [Electric].
[Basic] You take 5 less damage from [Acid]
[Insulated] You take 5 less damage from [Cold]
[Fire Proof] You take 5 less damage from [Fire]
___________________________________________
Some examples of armors

Leather armor [thick] [loose] [light]
Robes [Deceiving] [Light] [Aluminum]
Chain mail [Thick 2] [Tough]
Plate [Thick 3]
Ninja Suit[Flexible] [Light 2]
Blast Suit [Fire Proof] [Tough] [Thick]
Clothes [Light 3]
Furs [Insulated] [Thick] [Resistant]
Mining gear [Illuminated] [Sturdy] [Thick]
« Last Edit: July 08, 2012, 04:16:11 PM by Djtooth »
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Yoder

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Re: Armor Properties
« Reply #1 on: July 07, 2012, 07:11:17 PM »
If you need any ideas: http://www.ruleofcool.com/smf/index.php/topic,255.html

Some of these are a little too strong given current enchantments.
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...You Lost Me

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Re: Armor Properties
« Reply #2 on: July 07, 2012, 08:35:37 PM »
Grounded, Basic, Insulated, and Fireproof are better than [Resistance], [Greater Resistance], and [Lesser Resistance] at level 1 and 2 (1st circles never hand out [resistance] of any kind), and at level 3 they are worse than [Greater Resistance], at level 6 they are worse than [Resistance], and at level 11 they are worse than [Lesser Resistance]. This makes them way too damn good at low levels, and way too useless at high levels.

Rework those. Also, +3 AC is classified as an artifact-level bonus. I don't personally agree with that design philosophy, but it's something you should be looking at.

Djtooth

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Re: Armor Properties
« Reply #3 on: July 07, 2012, 09:00:09 PM »
Grounded, Basic, Insulated, and Fireproof are better than [Resistance], [Greater Resistance], and [Lesser Resistance] at level 1 and 2 (1st circles never hand out [resistance] of any kind), and at level 3 they are worse than [Greater Resistance], at level 6 they are worse than [Resistance], and at level 11 they are worse than [Lesser Resistance]. This makes them way too damn good at low levels, and way too useless at high levels.

Rework those. Also, +3 AC is classified as an artifact-level bonus. I don't personally agree with that design philosophy, but it's something you should be looking at.
Artifact could reach +6 without master work, with it its +7 same as a circle that gives scaling AC per circle.
Id like to see someone complain about -5 electric damage, if that is their only source of damage they are doing it wrong. At low levels they can use a bow, at higher levels it doesn't matter.
And magnum is better...
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Re: Armor Properties
« Reply #4 on: July 07, 2012, 09:02:01 PM »
Artifact could reach +6 without master work, with it its +7 same as a circle that gives scaling AC per circle.
Artifact is +5, how are you getting +6 without masterwork?
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Djtooth

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Re: Armor Properties
« Reply #5 on: July 07, 2012, 09:04:39 PM »
Artifact could reach +6 without master work, with it its +7 same as a circle that gives scaling AC per circle.
Artifact is +5, how are you getting +6 without masterwork?
armor [thick 3] is +3 AC +4 from artifact, +1 from masterwork.. Whoops that's +8 item bonus to AC.
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Yoder

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Re: Armor Properties
« Reply #6 on: July 07, 2012, 09:09:33 PM »
YouLostMe is right; properties are not supposed to boost the AC of Armor/Shields or the ToHit of Weapons. Its fine if they affect the opposite one (like Guardain), but otherwise Masterwork is what you should do.

How exactly do electric damage mitigation and a bow relate?

Artifact could reach +6 without master work, with it its +7 same as a circle that gives scaling AC per circle.
Artifact is +5, how are you getting +6 without masterwork?
I believe he's referring to heavy armor.
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Djtooth

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Re: Armor Properties
« Reply #7 on: July 07, 2012, 09:14:00 PM »
YouLostMe is right; properties are not supposed to boost the AC of Armor/Shields or the ToHit of Weapons. Its fine if they affect the opposite one (like Guardain), but otherwise Masterwork is what you should do.

How exactly do electric damage mitigation and a bow relate?

Artifact could reach +6 without master work, with it its +7 same as a circle that gives scaling AC per circle.
Artifact is +5, how are you getting +6 without masterwork?
I believe he's referring to heavy armor.
If you notice that they reduced your electric damage, then use a bow, or something that doesn't deal electric damage.
« Last Edit: July 08, 2012, 08:41:49 AM by Djtooth »
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Tenno Seremel

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Re: Armor Properties
« Reply #8 on: July 08, 2012, 06:39:48 AM »
Boosting saves is already a magical property.

Djtooth

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Re: Armor Properties
« Reply #9 on: July 08, 2012, 01:03:08 PM »
Boosting saves is already a magical property.
Yes and it is also a lesser item, both of which grant an item bonus to saves.
Not all characters rely on AC to avoid damage, in the case of pegiknights that charge off of the map to stay out of range they use high movement speeds and often leave their AC minimal due to not being in a treat zone, they dont need armor but with this mechanic they can instead gain bonus to saves or  movement speed. Same is true with acrobatic adept, they rely on their reflex to protect them instead of AC, so they would take [loose 3] with the save increasing magical property. This mechanic gives players more customization and prevents them from felling like they are wasting parts of their character.
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Re: Armor Properties
« Reply #10 on: July 08, 2012, 01:44:34 PM »
but a [loose 3] mundane item is better than a Resilient lesser magic armor. a [resistant] [loose] [aluminum] mundane armor is as good as the relic level of Resilient.

Djtooth

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Re: Armor Properties
« Reply #11 on: July 08, 2012, 01:53:33 PM »
but a [loose 3] mundane item is better than a Resilient lesser magic armor. a [resistant] [loose] [aluminum] mundane armor is as good as the relic level of Resilient.
But it does not offer AC.
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Re: Armor Properties
« Reply #12 on: July 08, 2012, 02:01:57 PM »
But it does not offer AC.
So, you just wear magical armor for AC and get relic level save bonus with mundane armor which does not even cost a slot. As it is possible to refluff armor as a place of power and nothing actually prevents you wearing 2 armors at the same time (see also part 1).

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Re: Armor Properties
« Reply #13 on: July 08, 2012, 04:02:49 PM »
Mmn, nothing prevents you from wearing as many armours at the same time as you want to. This, I am told, is intentional (so you can, say, get Traveler's enhancement with just a lesser item slot, without burning a point from your high tier armour).

Mundane abilities, though…
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Djtooth

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Re: Armor Properties
« Reply #14 on: July 08, 2012, 04:14:49 PM »
Mmn, nothing prevents you from wearing as many armours at the same time as you want to. This, I am told, is intentional (so you can, say, get Traveler's enhancement with just a lesser item slot, without burning a point from your high tier armour).

Mundane abilities, though…
Ill add "you may only benefit from one piece of armor at a time.", You can only benefit from one weapon before switching it, so why not the same for armor.
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