RedWarlock
2019-02-13, 05:07 AM
I'm working on my own system, and I'm looking at my armor system. Is an armor proficiency system something that would be a useful gate to varied armor types, or not?
In my system, to use D&D 3.x/PF-equivilent terms, armor functions as a tiered damage reduction. Basically, every character has two AC-style numbers. One is basically touch AC, the other is full AC, with a larger differential between the two, usually on the order of a 10 point difference, on a fairly low curve of growth, so that difference is important.
If you hit the touch AC, the damage is reduced by the armor's DR, then divided in half. Then, the remaining damage is reduced by the character's own toughness, and recorded vs HP. (Multiple attacks vs the same target aren't really a big thing in this system like they are in 3.PF.)
If you hit the upper full AC, those first steps based on armor are skipped, so that the damage just subtracts the character's toughness, and recorded vs HP.
I'm still working out specifics (needs moar playtesting), but I was debating whether to use variable reductions based on light vs heavy (like 1/4 vs 1/2). Strongest possibility, simplest one, is that light armor just does the subtraction, not the dividing in half, while heavy does the dividing.
I'm in the process of fleshing out the proficiency skills (I've already decided all weapon and armor proficiency would be a skill-points-based purchase, rather than a heftier feat-equivilent single-weight chunk), and I was debating the merits of having a chained 'proficiency' unlock of some sort, like prof (light) is required for prof (medium/heavy), or whether I should just internally balance the lighter and heavier armors against each other without that extra mechanical cost to the heavier armors.
Alternately, my other option is, I DO have a proficiency skill of some sort, but light and heavy armors operate on independent tracks, with upper ranks of the light armor's skill reduce ACP-equivalent penalties and improve mobility in such respects, while the heavy armor skill improves the armor's defensive functions, making the two classes of armor more distinctive over increasing levels. They could even be overlapping functions, like the 'agile armor' path reducing ACP and improving mobility, while the 'sturdy armor' path improves DR and function, regardless of what armor is worn. Full 'sturdy' makes light armor as good at reduction as a moderate-strength heavy, while full 'agile' with the heaviest plate would still be only as quick-and-graceful as mid-grade light armor.
I actually do a similar thing with my weapons proficiency, with 'piercing' improving armor penetration (reaching that higher AC to bypass the armor reductions), 'bludgeoning' dealing secondary nonlethal damage even when base lethal damage is reduced, and 'slashing' just increasing base damage, while 'polearm' improves the function and useability of reach, and 'chain' increases special-maneuver bonuses.
Real-world talk, I know "heavy" armor isn't all that heavy or cumbersome.. But honestly, I'd be fine with pushing that boundary beyond historical basis. So that the heaviest "full plate" is actually far thicker than what we're used to, to what would be a seemingly-unrealistic level. Maybe, on the other hand, THAT's what's needed to ward off bigger-than-elephant dragon claws and hundred-pound giants' weapons smashing down. That kind of thicker armor WOULD need more adjustment and learning (and strength) to really properly fight in.
Does anyone have any thoughts? Questions? Helpful commentary or suggestions from other systems?
In my system, to use D&D 3.x/PF-equivilent terms, armor functions as a tiered damage reduction. Basically, every character has two AC-style numbers. One is basically touch AC, the other is full AC, with a larger differential between the two, usually on the order of a 10 point difference, on a fairly low curve of growth, so that difference is important.
If you hit the touch AC, the damage is reduced by the armor's DR, then divided in half. Then, the remaining damage is reduced by the character's own toughness, and recorded vs HP. (Multiple attacks vs the same target aren't really a big thing in this system like they are in 3.PF.)
If you hit the upper full AC, those first steps based on armor are skipped, so that the damage just subtracts the character's toughness, and recorded vs HP.
I'm still working out specifics (needs moar playtesting), but I was debating whether to use variable reductions based on light vs heavy (like 1/4 vs 1/2). Strongest possibility, simplest one, is that light armor just does the subtraction, not the dividing in half, while heavy does the dividing.
I'm in the process of fleshing out the proficiency skills (I've already decided all weapon and armor proficiency would be a skill-points-based purchase, rather than a heftier feat-equivilent single-weight chunk), and I was debating the merits of having a chained 'proficiency' unlock of some sort, like prof (light) is required for prof (medium/heavy), or whether I should just internally balance the lighter and heavier armors against each other without that extra mechanical cost to the heavier armors.
Alternately, my other option is, I DO have a proficiency skill of some sort, but light and heavy armors operate on independent tracks, with upper ranks of the light armor's skill reduce ACP-equivalent penalties and improve mobility in such respects, while the heavy armor skill improves the armor's defensive functions, making the two classes of armor more distinctive over increasing levels. They could even be overlapping functions, like the 'agile armor' path reducing ACP and improving mobility, while the 'sturdy armor' path improves DR and function, regardless of what armor is worn. Full 'sturdy' makes light armor as good at reduction as a moderate-strength heavy, while full 'agile' with the heaviest plate would still be only as quick-and-graceful as mid-grade light armor.
I actually do a similar thing with my weapons proficiency, with 'piercing' improving armor penetration (reaching that higher AC to bypass the armor reductions), 'bludgeoning' dealing secondary nonlethal damage even when base lethal damage is reduced, and 'slashing' just increasing base damage, while 'polearm' improves the function and useability of reach, and 'chain' increases special-maneuver bonuses.
Real-world talk, I know "heavy" armor isn't all that heavy or cumbersome.. But honestly, I'd be fine with pushing that boundary beyond historical basis. So that the heaviest "full plate" is actually far thicker than what we're used to, to what would be a seemingly-unrealistic level. Maybe, on the other hand, THAT's what's needed to ward off bigger-than-elephant dragon claws and hundred-pound giants' weapons smashing down. That kind of thicker armor WOULD need more adjustment and learning (and strength) to really properly fight in.
Does anyone have any thoughts? Questions? Helpful commentary or suggestions from other systems?