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  • Lower Armor Ratings

    Hey there everyone!

    I wondered, since I often hear "complains" about too high AR and Health compared to Damage output,
    what if the Armor Ratings were reduced to 1-6, as in:

    Light Leather - AR 1 - AP 1 - Strain 1
    Heavy Leather - AR 2 - AP 2 - Strain 2
    Light Mail - AR 3 - AP 3 - Strain 3
    Heavy Mail - AR 4 - AP 4 - Strain 4
    Light Plate - AR 5 - AP 5 - Strain 5
    Heavy Plate - AR 6 - AP 6 - Strain 6

    Would it be too low?
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  • #2
    Re: Lower Armor Ratings

    I just finished the lunchtime session and my players fought an animated suit of light plate armor. Players are all about level 5, 3 rogues, 1 warrior, 1 mage. Players dropped a box with an electric thingamabob and it shocked a nearby suit of armor to life.

    Suit of Armor
    • Accuracy/Fighting : 1/2
    • Communication : -1
    • Constitution : 8
    • Dexterity : -2
    • Intelligence : 0
    • Perception : 3
    • Strength : 6
    • Willpower : 4
    • HP : 120
    • Def : 8
    • AR : 8
    • Weapons : Morning Star (2d6 +0)
    • Powers: Dual Strike for free every turn, 1d6 chain lightning for 3 SP


    So 5 on 1 fight last 4 rounds. Close quarters combat so not a lot of room to manuever. Mage almost died. Dual strike might have been too strong but still didn't kill anyone so maybe not. Armor was quite high, pierce armor help early but not a lot of stunt points late in the fight.

    The balance isn't far off I would say. With 2d6 + 6 dmg incoming, their armor was very useful. I chose light plate over heavy since 10 seems high. AR could be

    Code:
    Light Cloth   - AR 0 - AP-1 - Strain -1
    Heavy Cloth   - AR 1 - AP 0 - Strain 0
    Light Leather - AR 2 - AP 1 - Strain 1
    Heavy Leather - AR 3 - AP 2 - Strain 2
    Light Mail    - AR 4 - AP 3 - Strain 3
    Heavy Mail    - AR 5 - AP 4 - Strain 4
    Light Plate   - AR 6 - AP 5 - Strain 5
    Heavy Plate   - AR 7 - AP 6 - Strain 6
    I have run some analysis on AR but not a lot. I'd say balance is close. Guess it also depends if you think damage is too low (I would disagree).
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    • #3
      Re: Lower Armor Ratings

      Originally posted by DracoDruid View Post
      Hey there everyone!

      I wondered, since I often hear "complains" about too high AR and Health compared to Damage output,
      what if the Armor Ratings were reduced to 1-6, as in:

      Light Leather - AR 1 - AP 1 - Strain 1
      Heavy Leather - AR 2 - AP 2 - Strain 2
      Light Mail - AR 3 - AP 3 - Strain 3
      Heavy Mail - AR 4 - AP 4 - Strain 4
      Light Plate - AR 5 - AP 5 - Strain 5
      Heavy Plate - AR 6 - AP 6 - Strain 6

      Would it be too low?
      IMO, too low and too concentrated. I think you are better off raising damage than lowering AR.

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      • #4
        Re: Lower Armor Ratings

        Interesting... I actually think the numbers are somewhat low, so I increased armor values a little bit (actually raised the ceiling), but that's because I like more gritty, low fantasy settings where there's no such a thing as "balance" between light and heavy armored foes.

        I recently read the Witcher RPG (considered grim, dark and deadly, as the setting) and the damage output related to the usual health is comparable to AGE's damage and starting health, however witcher's armor are a little better, since shield gives bonus do AR. That said, witcher has no extra health as you level up...
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        • #5
          Re: Lower Armor Ratings

          Originally posted by DracoDruid View Post
          Light Leather - AR 1 - AP 1 - Strain 1
          Heavy Leather - AR 2 - AP 2 - Strain 2
          Light Mail - AR 3 - AP 3 - Strain 3
          Heavy Mail - AR 4 - AP 4 - Strain 4
          Light Plate - AR 5 - AP 5 - Strain 5
          Heavy Plate - AR 6 - AP 6 - Strain 6
          These would be my base ARs, before being modified by the actual material. For example, my Mithral gives +1 AR and -1 Strain (to a minimum 0), and Adamantine gives +3 AR.

          That said, I run a very different Health & Damage mechanic, and I have Health as a fixed number, so a character at 1st level will have the same Health as at 20th level - unless the character took the talents that boost Health.

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          • #6
            Re: Lower Armor Ratings

            I have actually been having the opposite problem. Enemy AR is too high and usually my players get destroyed fairly easily if I don't fake some rolls. Player AR though seems to be well balanced, it's just a matter of rolling well. I wouldn't change it, personally.

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