Muir
Fighter
Hello all, I don't think I've seen this change addressed:
This strikes me as a marshalling nightmare in the making. At present, and so far as I can read under the .10 rules, we do not define what part of a character's costume specifically counts as part of their armor phys-rep. Does hitting the tail of a cloak worn over their armor count? Knocking their scarf off, even if it was not evaluated as part of their armor? Does a shot to the bandoleer of potions I have sewn into my shirt cuff count for the armor or the potion? Arcane armor (by default, and as Celestial Armor) does not -have- a phys rep, and therefore by the rules cannot be effected by Shatter, as there is no valid target to strike. This rule also generates a much greater liability for Fighters and those who require more areas covered to reach their armor totals, making the trend of Celestial Formalists being the go-to class even stronger, and further punishing people who choose to wear sub-optimal but atmospheric and cool things like plate armor.
It appears to me on reading that the text under Shatter concerning Arcane Armor is operating under the assumption that it targets like 1.3, and takes effect on any valid weapon blow.
Next, what happens if two people swing at each other's weapon at the same time, both with shatters? Are both destroyed? If so, what stops anyone with the skill from turning shatter into a primarily defensive skill, called as soon as someone swings at you with a shatter or disarm? Is this the intent of the rules?
When combined with the disarm change, this also opens up a serious safety concern, where the best move on the part of a player is to make a questionable safety call and start throwing their offhand in front of shatters and disarms so as to be able to call 'no effect'. Perhaps even specifically not wearing armor on that hand and forearm for that purpose.
Shatter: Note that if this effect is delivered via the Weapon qualifier, no target may be called and only the target which is struck will be affected. Shatter will now work on any suit of armor, even if it is over 20 points. If it is delivered via the Weapon qualifier and strikes any part of a suit of armor, the suit of armor is considered the target. Shatter now affects any single item up to a Door-sized item (instead of Shield-sized). If it is an invalid target for a Shatter (such as an object greater than door-sized) the object will remain unaffected. If Shatter is used on an indestructible suit of armor, the armor will still be reduced to 0 points (and thus require a refit before its Armor Points are restored) but the tag will not be destroyed. This damage also occurs on magical armor sources such as Arcane Armor.
Disarm: Note that if this effect is delivered via the Weapon qualifier, no target may be called and only the target which is struck will be affected. If it is an invalid target for a Disarm (such as an item which is not held in the hand) the object will remain unaffected.
This strikes me as a marshalling nightmare in the making. At present, and so far as I can read under the .10 rules, we do not define what part of a character's costume specifically counts as part of their armor phys-rep. Does hitting the tail of a cloak worn over their armor count? Knocking their scarf off, even if it was not evaluated as part of their armor? Does a shot to the bandoleer of potions I have sewn into my shirt cuff count for the armor or the potion? Arcane armor (by default, and as Celestial Armor) does not -have- a phys rep, and therefore by the rules cannot be effected by Shatter, as there is no valid target to strike. This rule also generates a much greater liability for Fighters and those who require more areas covered to reach their armor totals, making the trend of Celestial Formalists being the go-to class even stronger, and further punishing people who choose to wear sub-optimal but atmospheric and cool things like plate armor.
It appears to me on reading that the text under Shatter concerning Arcane Armor is operating under the assumption that it targets like 1.3, and takes effect on any valid weapon blow.
Next, what happens if two people swing at each other's weapon at the same time, both with shatters? Are both destroyed? If so, what stops anyone with the skill from turning shatter into a primarily defensive skill, called as soon as someone swings at you with a shatter or disarm? Is this the intent of the rules?
When combined with the disarm change, this also opens up a serious safety concern, where the best move on the part of a player is to make a questionable safety call and start throwing their offhand in front of shatters and disarms so as to be able to call 'no effect'. Perhaps even specifically not wearing armor on that hand and forearm for that purpose.
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