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Celtricia-Game Mechanic for Protection/after the dividing die.

Started by LordVreeg, June 29, 2010, 09:41:29 AM

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LordVreeg

Cross Posted.  
Thought I'd get feedback here, as well.
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So when I created the weapons system and numerology, it was with the sub-idea that minor plusses to damage (craftsmanship and material) went on before the dividing die, and major plusses to damage (magic, strength, skills) went on after the divider.

The system works the way it is supposed to, and I'm happy with it.  

I was talking to Llum last night, and I am, for the life of me, flabbergasted that I did not follow the rules of similarity/ less mechanics are better/ etc in doing the same with armors.  I mean, really.  I think it had to do with the hit location ideals and the separation of armor areas that made it too hard.  Say you picked up a magic helm, with good craftsmanship, the plus before the dividing die was no problem, since that is an aggregate number to reach the full protection.  And the protection skill would be fine (and more powerful, frankly) added after the divider.  But my problem is the magic armors.  I don't want to add + 1 to a divider if someone picks up a magic gauntlet.  
 

Now, I am thinking of working this in and redoing magic armors for every stinking character and NPC (so I must be serious, that is a lot of stinking work), as I like the solution and the math trials I ran last night, with the same time honored +1 through +5 to protection that I have on weapons after the divider for magic.  Maybe the rule needs to be that over half the body coverage needs to be magically protected before it counts?
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

So, not a lot of responses...OK, Not a biggie.  

I've run about 40 or so tests on the possibilities..and no matter how much more elegant it might be to be able to switch to the system for magic armor and magic weapons, the numbers suck.  
I seem to have already acounted for it in the numbers for armor and shields..right now, an armored person will always beat an unarmored one, unless someone rolls ridiculous.  
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg