Armor Use and the Woes of Negative Armor Rerolls
Posted: Mon Nov 25, 2024 11:02 am
I had a multi-page long essay about armor use and how its currently impacting the game for the worse, but it was lost when the forum decided to sign me out when I clicked 'preview'.
I don't have the energy to try and retype the whole thing so this is the short version:
Failing armor use checks causing negative defensive rerolls is too punishing, especially since you can only train up to double the skill rank of the DC check that your armor set up checks against (E.G. you can only train up to ~140 in armor use (aka having d240 in checks) when using light armor since your DC target is 120). This results in, when fully trained, 50% failure chances on armor check rolls which can cause multiple crippling defensive rerolls in a game where having one bad defensive reroll can end your current outing or just kill you period (looking at you warhammers/polehammers with crush/puncture damage that ignores most armor reduction and has huge damage ranges).
This also practically forces characters that don't thematically want to use more than light armor (or armor at all, like mine) to train in heavy armor so they can inflate their armor use skill to hopefully minimize failures, which is a break between gameplay and RP theme. And if your character is like mine, it means also putting magic training on hold because holding channels with medium or heavy armor is an exercise in futility.
I suggest one (or more) of the following:
A. Increase the range by which you can gain skill training from armor use practice by 200%; aka instead of being capped at 140 for light armor, cap it at 420. This gives d520 rolls against a check of 120 (if wearing a full suit), which is ~23% chance of failure instead of 50% chance of failure when fully trained.
B. Nix failed armor use rolls causing negative defensive rerolls period and have it affect dice sides instead; even then I'd suggest lessening the severity of what they do.
C. Cause failed armor use rolls to only result in failed negative defensive rolls for dodge, leaving block/parrying rolls untouched. This would feed into how heavy armor users don't rely on dodge as much anyway because of encumbrance and allow other trained skills the opportunity to 'save the day' if a bad armor check roll gets you.
Share your perspectives on armor use below.
I don't have the energy to try and retype the whole thing so this is the short version:
Failing armor use checks causing negative defensive rerolls is too punishing, especially since you can only train up to double the skill rank of the DC check that your armor set up checks against (E.G. you can only train up to ~140 in armor use (aka having d240 in checks) when using light armor since your DC target is 120). This results in, when fully trained, 50% failure chances on armor check rolls which can cause multiple crippling defensive rerolls in a game where having one bad defensive reroll can end your current outing or just kill you period (looking at you warhammers/polehammers with crush/puncture damage that ignores most armor reduction and has huge damage ranges).
This also practically forces characters that don't thematically want to use more than light armor (or armor at all, like mine) to train in heavy armor so they can inflate their armor use skill to hopefully minimize failures, which is a break between gameplay and RP theme. And if your character is like mine, it means also putting magic training on hold because holding channels with medium or heavy armor is an exercise in futility.
I suggest one (or more) of the following:
A. Increase the range by which you can gain skill training from armor use practice by 200%; aka instead of being capped at 140 for light armor, cap it at 420. This gives d520 rolls against a check of 120 (if wearing a full suit), which is ~23% chance of failure instead of 50% chance of failure when fully trained.
B. Nix failed armor use rolls causing negative defensive rerolls period and have it affect dice sides instead; even then I'd suggest lessening the severity of what they do.
C. Cause failed armor use rolls to only result in failed negative defensive rolls for dodge, leaving block/parrying rolls untouched. This would feed into how heavy armor users don't rely on dodge as much anyway because of encumbrance and allow other trained skills the opportunity to 'save the day' if a bad armor check roll gets you.
Share your perspectives on armor use below.