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Re: (TFT) Re: New Armor in TFT. -- Meg's thoughts.
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- Subject: Re: (TFT) Re: New Armor in TFT. -- Meg's thoughts.
- From: Jeffrey Vandine <jlv61560@yahoo.com>
- Date: Tue, 24 May 2016 21:59:16 +0000 (UTC)
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Frankly, you're GOING to get the "magic number" effect no matter what you do with this system. Why? Because we quantify Strength with numbers. All that's really happening is you're smoothing out the curve by lessening the effect for a specific number by using a wider array of numbers to do the same thing. Alternating DX and MA would work just as well (though you are, of course, opening yourself to length player discussions of such things as why the DX penalty gets lessened before the MA penalty (or vice versa, depending on which one you choose to drop first). Putting it another way, any system will work as long as everyone agrees that its workable.
Based on that, the KISS principle should be the primary driver. Whatever is chosen needs to be simple enough that everyone can remember it in the heat of play, and other than that, the "what is most fun?" question becomes the paramount deciding factor.
v/r
Jeff
--------------------------------------------
On Tue, 5/24/16, Rick Smith <rick_ww@lightspeed.ca> wrote:
Subject: Re: (TFT) Re: New Armor in TFT. -- Meg's thoughts.
To: tft@brainiac.com
Date: Tuesday, May 24, 2016, 2:10 PM
On 2016-05-24, at 1:53
PM, Meg Tapley wrote:
>
What if, instead of having each type of armor have separate
Threshold and No Negative numbers, stronger characters just
take progressively less penalties for armor?
>
> So maybe something
like: each type of armor has its associated DX penalty, per
rules. Stronger figures take progressively less DX penalty.
So, for purpose of illustration, say a ST 12 figure takes 1
point less penalty, so they can wear cloth armor with no DX
penalty, or leather with only a -1, or chain with -2, etc.
Or ST 18 takes 3 fewer DX penalty, so anything up to chain
has no penalty, and plate-mail is at -3. You'd still end
up with some ST's being "more optimum" than
others, but maybe you could stagger DX penalties offset with
MA penalties offset to get a smoother "optimization
curve".
>
> -
Meg
Hi
Meg,
I was trying to keep the system near
what ITL had, except I
wanted to stretch
the point where weak armor could be worn
easily, much lower than the 18 ST given in ITL
page 8.
However, your
idea is REALLY simple. I'm tempted to chuck
all of my stuff and just use your idea.
So the biggest penalties
that armor can give you is currently
-11
for my heavy plate. So...
ST 12 gives everyone one points less penalty on
all armor.
ST 14 gives everyone two points
less penalty on all armor.
ST 16 gives
everyone 3 points less penatlty on all armor.
...
ST 32 gives everyone 11
points less penalty on all armor.
This would mean...
Armor type: No Negative Number:
---------------------------------------------------------
Cloth 12 ST
Leather 16 ST
Boiled L. 20 ST
Scale 24 ST
Half Plate 28 ST
Plate 30 ST
Hvy Plate 32 ST
(The no negatives number go up
by 4 ST at first because both
DX and MA
penalties are increasing. When MA penalties max
out at -4 MA, the No Neg # only goes up by 2 ST
per armor
level.)
So ALL armor would start getting easier to wear
at 12 ST and
every two ST above that, it
gets 1 penalty easier.
I
would not stagger DX and MA penalties. You still get
magic
numbers (in the system above, even
numbers for ST is just
better), but worse of
all, the system gets wonky if you have armor
that gives you normal MA penalties but no DX
penalties. (Such
as what you might get if
you buy fine armor.)
I think that Meg's system is less
realistic, but it is MUCH, MUCH
simpler.
Warm regards, Rick.
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