Post by drunkensolamnic on Sept 2, 2015 16:58:05 GMT -5
I'm basing this entire suggestion on the premise that some overlap is a good thing, creates more choices when it comes to combinations, and encourages folks to pick the flavor they want over the stats they need. The goal to provide a smooth sliding scale down different categories so you can find where on the slider you want to be.
I'm going to be talking about Block, DR, AC, and Ranged Penalty primarily. Please note the numbers I'm going to post may need tweaked; but the idea of the sliding and proportion and the suggestion. In the example below all light armors share light armor progression past their base stats; all medium armors share medium progressions, all heavy armors share heavy. Essentially the goal would be to generate border groups that act like light/medium and medium/heavy sub-categories granting you 5 armor type choices where as before you had 3.
So best light = worst medium in every way combat stat wise. This means you can mix medium armor feats with light-armor stats on the weakest armor, or light armor feats with medium armor stats on the strongest light armor. And the same again for the medium/heavy boundary.
Changed values from current numbers have the original listed in parenthesis.
Weapon Block Values
I feel the value of a weapon as a blocking instrument should have a sliding scale as they do now, but a bit more variation.
First off there would need to establish base values ranging from 1 to 6 based on weapon size and style.
Second there would need to be 3 progression values, based on weapon style. The worst might be +1 block per 10 weapon levels, the medium might be +1 per 8, while the best might be +1 block per 6.
Base Block 1 - Worst Progression: Whip
Base Block 1 - Medium Progression: Dire Flail
Base block 1 - Best Progression: Dagger
Base Block 2 - Worst Progression: Handaxe
Base Block 2 - Medium Progression: Flail
Base Block 2 - Best Progression: Shortsword, Club
Base Block 3 - Worst: Battleaxe, Warhammer, Shotgun Axe
Base Block 3 - Medium: Scimitars, Morningstars, Shotgun
Base Block 3 - Best: Longsword
Base Block 4 - Worst: Greathammer
Base Block 4 - Medium: Rapier (to differentiate it from Scimitar more)
Base Block 4 - Best: Bastard (to differentiate it from Longsword more)
Base Block 5 - Medium: Claymore
Base Block 5 - Best: Halberd
Base Block 6 - Medium: Spear
Base Block 6 - Best: Quarterstaff
((Finished, comment away))
I'm going to be talking about Block, DR, AC, and Ranged Penalty primarily. Please note the numbers I'm going to post may need tweaked; but the idea of the sliding and proportion and the suggestion. In the example below all light armors share light armor progression past their base stats; all medium armors share medium progressions, all heavy armors share heavy. Essentially the goal would be to generate border groups that act like light/medium and medium/heavy sub-categories granting you 5 armor type choices where as before you had 3.
So best light = worst medium in every way combat stat wise. This means you can mix medium armor feats with light-armor stats on the weakest armor, or light armor feats with medium armor stats on the strongest light armor. And the same again for the medium/heavy boundary.
Changed values from current numbers have the original listed in parenthesis.
Armor Type | AC/Dodge | Armor/DR | Ranged Penalty | Stealth Bonus |
Padded | 15 | 7 (5) | 0 | 0 (+1) |
Leather | 14 (15) | 8 (6) | 0 | 0 |
Chain Shirt | 14 | 9 (7) | 0 | 0 |
Studded | 13 | 10 (8) | -1 | 0 |
Breastplate | 13 | 10 (9) | -1 (2) | 0 |
Scale | 12 | 11 (10) | -2 | -1 (0) |
Chainmail | 11 | 12 (11) | -2 (-3) | -1 (0) |
Partial Plate | 11 (10) | 12 | -2 (-4) | -1 (0) |
Heavy Scale | 10 (9) | 13 | -3 (-4) | -2 (0) |
Full Plate | 9 (8) | 14 | -3 (-5) | -2 (0) |
Helmet Type | Base AC Value | Detect Penalty |
Padded | 1 | 0 |
Leather | 1 | 0 |
Studded | 2 | 0 (-1) |
Scale | 2 | 0 (-1) |
Chain | 2 | -1 (-2) |
H. Scale | 2 (3) | -1 (-2) |
Plate | 3 | -2 (-3) |
Glove Type | Armor | Ranged Penalty | |
Padded | 1 | 0 | |
Leather | 1 | 0 | |
Studded | 2 | 0 | |
Scale | 2 | 0 (-1) | |
Chainmail | 2 | -1 | |
H. Scale | 2 (3) | -1 (-2) | |
Plate | 3 | -2 |
Boot Type | Armor |
Padded | 1 |
Leather | 1 |
Studded | 2 |
Scale | 2 |
Chain | 2 |
H. Scale | 2 (3) |
Plate | 3 |
Weapon Block Values
I feel the value of a weapon as a blocking instrument should have a sliding scale as they do now, but a bit more variation.
First off there would need to establish base values ranging from 1 to 6 based on weapon size and style.
Second there would need to be 3 progression values, based on weapon style. The worst might be +1 block per 10 weapon levels, the medium might be +1 per 8, while the best might be +1 block per 6.
Base Block 1 - Worst Progression: Whip
Base Block 1 - Medium Progression: Dire Flail
Base block 1 - Best Progression: Dagger
Base Block 2 - Worst Progression: Handaxe
Base Block 2 - Medium Progression: Flail
Base Block 2 - Best Progression: Shortsword, Club
Base Block 3 - Worst: Battleaxe, Warhammer, Shotgun Axe
Base Block 3 - Medium: Scimitars, Morningstars, Shotgun
Base Block 3 - Best: Longsword
Base Block 4 - Worst: Greathammer
Base Block 4 - Medium: Rapier (to differentiate it from Scimitar more)
Base Block 4 - Best: Bastard (to differentiate it from Longsword more)
Base Block 5 - Medium: Claymore
Base Block 5 - Best: Halberd
Base Block 6 - Medium: Spear
Base Block 6 - Best: Quarterstaff
((Finished, comment away))