Armor, and Why You Want It

In my haste and excitement to talk about what I have planned for the future of the game, I completely forget (and unintentionally lied) about Equipment being standard. As a matter of fact, it is not, and today, I am going to fix my error by speaking on how armor works in the game.

The best way to approach this is to try and keep everything as simple as possible. Basically, there are different tiers of armor that you, the player, will be able to “unlock” or find throughout your campaign’s adventures. Each tier can be bought as a full set, or, as we will get into here in a bit, you can purchase or find pieces of a complete set.

An entire set of armor consists of 5 pieces of gear; a Helmet, Chestpiece, Gloves, Pants, and Boots. Each piece of gear occupies and equipment slot that a character can wear (and track on their character sheet once I actually get it out). What does this mean, this means that as you play, you can have one tier of Gloves, and another tier for your Helmet. Each piece can offer a bonus to armor, but not all pieces offer a bonus. (This is intended to better stat balance, though there is still some work needed here)

There is a potential flaw in the current rule set, however, that could be seen as a big sway toward the player’s favor. That is, that a player can load the AC bonuses in their favor by only equipping gear that offers a bonus and thus making them near impossible to hit…it is possible, but expensive. This is a problem I will be working to address by somehow limiting the max allowable AC bonus in some way, a but that is still in development.  I am of course open to suggestions.

So, I mentioned tiers of armor. There are 5 tiers of armor outside of what your character starts with (Called Recruits, and offers the least amount of protection). For each tier higher, you gain more of a bonus to your AC and thus making you have a higher chance of not getting hit by an attack. The tiers are as follows:

  1. Common
  2. Worn
  3. Hardened
  4. Reinforced
  5. Fancy

Since the players can find or buy pieces of gear based on their armor slot, they have 5 tier options per armor slot for their character. But a play may only ever wear a piece of armor up to the armor type found in their class description. So a player has a lot of options to choose from. However, each armor piece does have level limitations, meaning a level 2 character cannot wear a piece of gear that is higher than the “Worn” tier, and even then, they can only wear a set of Worn Gloves.

So what you will find in the armor section is the name of the items (starting with a full set, then followed by armor slots), the level required to wear the gear, the bonus granted for ascending or descending AC, and the price of the set or for each piece associated to a set. The amount of money used to piece-wise gear together will always count toward the total cost of a full set (unless your GM decides otherwise).

This is a bit of an involved concept, and if anyone has questions, feel free to leave a comment or hit me up on Twitter or G+.

I have exposed the Coin and Equipment section of the core rules which contains armor in the top navigation, or by just clicking here for Armor or here for Weapons.

Thanks for reading, and be well all!


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