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Posted: Mon Feb 05, 2007 12:38 am
In this fantasy that we are involved in, what are the mechanics on armor? Exactly what keeps a player from saying: "I have magic armor that renders your attacks useless, but allows me to move and attack as if I weren’t wearing it."
I mean I understand that a player can put on armor, but I think there should be regulated consequences for doing so. More or less I feel that we can derive better role-playing from equals dueling rather then Gods squishing ants.
There are plenty of types of armor: chain shirt, circlet, bracers, full plate, bamboo, and so-on… any ideas peanut gallery?
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Posted: Mon Feb 05, 2007 10:19 am
Well what youre saying is called god modding, which is against the rules. If they kept up with that they would be banned.
Also for the mechanics I do believe the armor is what your imagination make it. (As in the looks of it)
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Posted: Mon Feb 05, 2007 12:29 pm
I believe that Armor inhibits either speed or minuverability in exchange for protection. The more armor you wear, the slower or less you are able to move. So, with the exception of some clothing that doubles as armor, (AKA the Firenation collar things) civilians and people unused to action will not wear it.
So As I judge it, the amont of armor and the armor itself that is used depends on the person. And therefore it should be up to the person to decide how their character carries the armor and how effective it is. (Even if it can be the downfall of good RPing some times)
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Posted: Mon Apr 23, 2007 4:03 pm
Classification of armor and amount worn have little or next to nothing to do with with its downsides. It's about armor composition and tailoring, and how experienced a character is in fighting fluidly while bearing the load.
Armor of resilient, but lightweight construction, built specifically for a particular fighting style or to a person's body is going to be a great boon to someone extremely capable of handling the armor and their movements at the same time, and have very few points of instability in the ability of the wearer, and further depending on the character, these points might not even matter or will be very difficult to expose - let alone take advantage of.
These are all things you and your character have to take in account when fighting IN armor and when fighting against someone wearing armor. Xio is an example of this, the special heirloom armor and blades he wields were tailored specifically to the fighting style he was brought up with, and he has trained the majority of his life in weights until he was able to wear his armor properly, at which point he rarely ever took it off.
To a character whose armor is important to their composition, it should be like a second skin to them, not an easily-discarded shield that's good for a few hits before it gets in your way. Both the player in character creation and progression, and the character in logistics need to be in synch, planning ahead. Otherwise, yes, there will be severe drawbacks in choosing to wear armor in battle.
Edit: Also going to throw in a pet peeve of mine... in RP, battles are never going to be "fair", if they were, every single character would be evenly matched in every way and the players would all fight in concordant manner. Someone will always hold one or more advantages in any aspect of combat... this doesn't necessarily mean the person with everything stacked in their favor will win, it's just simply a matter of fighting intelligently within the boundaries of your character's total abilities and using situational probability to your advantage.
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Posted: Sun Jun 17, 2007 9:58 pm
I have to agree on some points Komm, but on a few I must not.
Though You can be trained with a certain armor style, noamount of training would make you quick with full plate armor. The Armor would be way to constricting and too heavy to make any fancy moves, making them superb tanks but less then average fighters.
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Posted: Tue Jun 19, 2007 1:51 pm
You're thinking terms of D&D, and therefore you're giving realism up for system. I have a bit of experience in this with five years as a Paladin.
As I said, a suit of properly tailored armor will not incur those sorts of drawbacks. Instead of looking at armor and going, "Oh, this is full plate, therefore it has to be heavy and cumbersome." Be more realistic and consider material composition, strap placement, chain-link and silk inserts, and overlapping plates.
Properly constructing a suit of armor with this in mind will allow for almost the entirety of your character's mobility and movement range. No effecient or even halfway intelligent warrior will restrict their combat ability if it isn't necessary... and when the option exists to maintain current or nearly-current combat effectiveness while gaining the defensive benefits of armor, there is absolutely no reason not to take it.
As a finishing note, system mechanics have no place in freeform.
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