Feldor
Adept
I'd like to suggest a set of changes to arcane & celestial armor:
1) Arcane & celestial armor stack with normal armor.
2) All arcane armor suits are halved in value - it might make sense to only have 5/10/15 suits.
3) Appropriately physrep'd arcane&celestial armor can qualify as "Master Crafted". Appropriate physreps include a pair of metal bracelets at least 3 inches wide; or a bracelet with at least 6 dime size charms; or a 2 visible rings with a dime size head on each hand. (Think wonder woman's bracelets; harry dresden's shield bracelet; rings of protection -- the goal is something that is recognizable as magically protective jewelry.)
Notes:
1) This does not affect the armor caps for classes at all; and relies on them being at the current values to be reasonable.
2) As written, Arcane and normal armor would by default refit separately. I'd suggest we'd want to allow them to be refit together in one focus period, with the caveat that blacksmithing refit acceleration would not apply to arcane/celestial armor.
3) A max suit of arcane/celestial armor, with physreps that are "Master Crafted" quality, and "In Genre" is 21 points of armor. Most classes will be able to cap armor using arcane armor pretty easily.
Comments:
1) This would allow people who currently wear arcane armor and armor as costuming to get benefit from their armor.
2) With the changes to armor point calculation, arcane armor's relative value was changing significantly. It was going from providing 30 out of 40 of max possible; vs 30 out of 62. Furthermore, with addition of armor going from 3 to 4 points per location, and the additional bonus for real materials, it was becoming much easier to reach class armor caps. This change lets arcane armor keep being relevant treasure for everyone.
3) This does increase the total maximum armor a fully armored person could have - assuming they are willing to buy a lot of wear extra armor. Given you can buy vitality at roughly the same XP rate as extra armor, I think this is acceptable.
1) Arcane & celestial armor stack with normal armor.
2) All arcane armor suits are halved in value - it might make sense to only have 5/10/15 suits.
3) Appropriately physrep'd arcane&celestial armor can qualify as "Master Crafted". Appropriate physreps include a pair of metal bracelets at least 3 inches wide; or a bracelet with at least 6 dime size charms; or a 2 visible rings with a dime size head on each hand. (Think wonder woman's bracelets; harry dresden's shield bracelet; rings of protection -- the goal is something that is recognizable as magically protective jewelry.)
Notes:
1) This does not affect the armor caps for classes at all; and relies on them being at the current values to be reasonable.
2) As written, Arcane and normal armor would by default refit separately. I'd suggest we'd want to allow them to be refit together in one focus period, with the caveat that blacksmithing refit acceleration would not apply to arcane/celestial armor.
3) A max suit of arcane/celestial armor, with physreps that are "Master Crafted" quality, and "In Genre" is 21 points of armor. Most classes will be able to cap armor using arcane armor pretty easily.
Comments:
1) This would allow people who currently wear arcane armor and armor as costuming to get benefit from their armor.
2) With the changes to armor point calculation, arcane armor's relative value was changing significantly. It was going from providing 30 out of 40 of max possible; vs 30 out of 62. Furthermore, with addition of armor going from 3 to 4 points per location, and the additional bonus for real materials, it was becoming much easier to reach class armor caps. This change lets arcane armor keep being relevant treasure for everyone.
3) This does increase the total maximum armor a fully armored person could have - assuming they are willing to buy a lot of wear extra armor. Given you can buy vitality at roughly the same XP rate as extra armor, I think this is acceptable.