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Re: [dq-rules] Armor Skill



Like Preston said, a separate skill really doesnt seem necessary if you use the encumbrance rules. Just using chain mail, sword and shield is going to drop the agility of an average human character by something like 4 to 6 points because of the weight unless their strength is somewhere in the 22+ range, something my brother noticed to his chagrin. The weight of just weapons and armor stacks up *fast*.

Of course, fighting effectively in armor requires *some* training, so I guess you could give an additional penalty for characters who haven't practiced. I guess a week or two of practice per armor type would be sufficient to remove the "non-proficiency penalty", but you'd still have to deal with the weight. Someone in plate armor is going to be severely penalized enough by that that they don't need any other handicaps on top of it. The Armor skill only makes sense if you're ignoring encumbrance for armor worn and weapons wielded, in which case it would work.

Edi

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hollywood314@juno.com wrote:

Since there seems to be a few people still lurking out there, I'll throw this question out there for some input:  Should there be an armor skill?  I've been thinking about it and it doesn't make sense that there isn't.  It would seem to me that the different types of armor are as individual as the different types of weapons.  I wouldn't expect someone who is used to fighting in leather armor to be able to put on chainmail or plate and still fight the same, just as I wouldn't expect someone who is used to fighting with an axe to be able to pick up a sword or spear and use it just as effectively.  In addition, I wouldn't expect an individual that has never worn armor to be able to put it on and fight effectively.  For instance, if I were to put armor on(assuming I could figure it out), I would have no idea how to move in it, let alone fight effectively.  I think each type of armor should be a skill with ranks.  What does anyone else think?

Stephen/Halphin