YARAS (Yet Another Revised Armor System)
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While you'd think full plate would limit your movement more than plate mail would. But in reality, full plate armour consisted of several adjustable, meshing plate strips with flexible, articulated joints. This meant that the entire weight of the armour was distributed evenly across the body of the wearer, allowing greater mobility than normal plate mail (and many other armour types even), which was a rigid construction of large metal plates that hung over the wearers shoulders - on top of a suit of chain mail (which also hung over the wearers shoulders), making it really heavy and difficult to wear.
Quote from metmuseum.org/toah/hd/aams/hd_aams.htm:
Otherwise I think your system looks pretty solid.
Will you implement something similar in your revised system as well?
For instance, slashing and piercing damage should have a really hard time penetrating the different types of plate armour, but blunt damage not so much, as the many blunt weapons were designed to deliver pure blunt trauma to heavily armoured opponents, where blows would otherwise be deflected.
I think it could make for some interesting strategy choices, and give players the option to use different armours and tactics against different foes, and be especially interesting in fights against tougher foes with more specialized weapons.
I have code somewhere that differentiates armors by type and assigns unique item types to them (e.g. 'armor'--> 'leather' for leather armors) which can then be checked much easier afterward. Let me know if you want it, and I'll dig it up.
Edit: alternatively, I can just tell you how I did it if you prefer. I checked for specific strings in the unidentified name field. I chose the unidentified name field as it is generally shared by most armors of the same type (with variations that I don't recall atm). For example, a quick check shows that many leather armors use 2890 in IWDEE whereas studded leather uses 6664. (it's a bit of a tedious process, but the end result is worth it).
I'm especially glad that unlike the author of IR, you recognize movement speed penalties/bonuses as an annoyance, rather than something that adds meaningful challenge. (Btw, I love IR, but this is one of the things it gets wrong in my opinion.)
I also approve of not relying on "chance of spell failure" as a penalty. While such a penalty would certainly seem fair, in practice it causes me (as a player) to just avoid wearing armor completely for mages. I think if spell failure caused a wild surge (like with Wild Mages), I'd be more open to it. But to simply have nothing happen for a significant percentage of spell casting attempts, well, I just can't bring myself to subject my mages to that.
One thing slightly irks me about your proposal though: My Fighter/Mage kinda relies on being able to cast Mirror Image quickly...
Elven Chain Mail is distinct in BG2 by being the only armor that allows spellcasting for mages.
If you're making it so that every armor allows spellcasting, this distinction partially goes away of course, but it doesn't need to go away completely - Elven Chain could still remain the only armor that allows spellcasting without a casting speed penalty.
Basically, in unmodded BG2 the Elven Chain Mails are the choice for melee mages. With your proposed system, they'd no longer be fit for that purpose (melee characters don't really need DEX as much), and would instead be a better fit for ranged characters, except that those are already better served by magical robes.
Helmets get rid of critical protection, but grant a small bonus to...?
Excepting certain special helms like the helmet of infravision, they could reduce vision range
High Dex fighter with light armor.
High Kon tank with very heavy armor.
And F/M have more options too.
Enchantment:
+1: -1 AC +1 Dex +1% DR
+2: -3 AC " +3% DR Why go from -1 AC to -3?
+3: -4 AC " +4% DR
+4: -5 AC " +5% DR
+5: -6 AC " +6% DR
+6: -7 AC " +7% DR
Is there a specific reason I'm missing for a linear progression from -1, -2 -3 to -6?
If I wait long enough, I get a complete EE overhaul mod from you subtledoctor
A -1/-2 Dex penalty is significant for low level thieves in leather/studded leather (e.g., an 18 Dex thief wearing studded leather gets a -10% penalty on all thief skills except Detect Illusion and Find Traps). That's pretty significant at low levels. Until you find magical leather armor, thieves will need to go unarmored while using thief abilities (which can be quite deadly if attempting to backstab).
Also, are you planning to add a "thief skills in heavy armor" component to this? Mixing YARAS and say Tweaks' Thief Skills in Heavy Armor would be pretty crippling - Dex penalties AND thief skill penalties.
First. Yes, armor gives less AC, but offers physical resistance - that's good. But we need to nerf some other DR abilities as well, or we can simply go for easthaven+hardiness+some cool armor = 95% physical resistance.
Hardiness HLA shoud give us 25% resistance, which would stack with armor resistance.
Yes, armor will punish you with dex penalty. Starting with -1 at studded leather and up to -4 for plate mail and full plate mail.
Also you need to know that if your armor is penetrated by spiked weapon it just stroke between the plates with very low resistance itself, but if its penetrated (?) by blunt weapon, some serious part of energy was eaten by the armor itself.
So...
1. Leather Armor - 5% slashing, 5% piercing, 5% blunt, 5% missle.
2. Studded Leather - 10% slashing, 5% piercing, 10% blunt, 5% missle.
3. Chain Mail - 20% slashing, 15% piercing, 15% blunt, 15% missle.
4. Splint Mail - 15% slashing, 10% piercing, 15% blunt, 10% missle.
5. Plate Mail - 25% slashing, 10% piercing, 15% blunt, 15% missle.
6. Full Plate Mail - 30% slashing, 15% piercing, 20% blunt, 20% missle.
Also we need to rebalance APR. Why whirlwind gives us whole 10 attacks? It makes useless IH, dualwielding and more. I think it should give us +3-4 attacks per round, when IH should give us +2 more. And so to get 10 attacks we need:
7. Fighter's level bonus -> 2
8. GM with weapon we're using -> 3
9. Improved Haste -> 5
10. Dual-wielding -> 6
11. Belm, apr bracers, anything!
12. And finally whirlwind.
And if we're so resistant, we need to give more damage to our weapons. Two-handed will be 1D12, halberd 1D13, etc.
Spiked weapons->bleeding if failed "save vs death"
Blunt weapons->stun/slow for 1 round if failed "save vs breath"
Someone has to make this mod!
Also, the penalties shouldn't apply anyway, since Command has no somatic component.