Wasn't waylay protection going away from Arcane Armor?
My hope is that since arcane armor is unchanged, but the amount of armor you can get from physical armor is increased, that we'll start seeing more armor being worn. Arcane armor only goes up to 30 points, but physical armor now goes up to 62 points. Admittedly, that is dependent on people being willing to spend build on wear extra armor and wear the armor.
Maybe if it doesn’t “look like” but pretty close it just goes down a pt. So instead of 4 per location it’s 3. Honestly, that’s still a better pt value than the current system.
If the marshal says the armor doesn’t “look like” then the person should ask for feedback on what or how to make it better. Maybe get a second marshals opinion. I feel like with normal costuming there should be costume standards(like we already have).
Personally, and of my own opinion, I don’t want to see all PCs with just tabards, shorts and 60pts of armor for just that.
+1. And at the same time in my totally unbiased opinion, I do want to see those big armor points go to PCs wearing, totally just as a hypothetical, a suit of kikko armor that took $150 of materials and 60+ labor hours over a winter spent repurposing a leather jacket into a fitted jerkin backing, cutting, shaping, hole-punching, and painting 500+ hex plates plus spaulders and gorget from a 55gal plastic drum, ringing them all together with mail, stitching all that to the backing, and tailoring it to fit a specific body and kit. And also see said PCs having a reasonable way to protect that investment instead of spending half a weekend event with destroyed, useless armor because they aren't wealthy/powerful enough to have rendered the armor indestructible yet, or have a master blacksmith on hand who can whip them up a 140 production item in short order. Hypothetically.![]()
I’ve never understood why armor isn’t tagged according to the formula we already use to evaluate it. Your heavy plate bracers are worth 3 points to your suit? Tag ‘em separately, and if you don’t have them on you don’t get the points. It makes for more paperwork with the tags, but it’s way more intuitive.
Strengthening
School: Blacksmithing
Type: Standard
Production Cost: 25
Materials Cost: 50 copper
Expiration:
Rules Text: As current, plus change to number of charges.
"An item may be given strengthen charges up to a number of times equal to once per ten production points of the value of the item. An item may never exceed it's allotted charges, but it may be restrengthened up to its maximum."
This is not a new crafting item proposal, but rather a proposal to drop the production cost of strengthening an item by half and the monetary cost by 90%. Given the likelihood of the increased presence of shatter effects, the cost of this ability should be adjusted for accessibility.
Irrelevant, as Waylay is going away in .11, but yeah, that was a thing in previous packets.
Not that this refutes your other valid points, but having appearance-based armor is very advantageous for non-fighters. My AA will expire next year and assuming the rollout goes through, I am strongly considering buying a faux chainmail shirt, since the shirt by itself hits my rogue max armor AND can be enhanced with rituals I can't put on my AA. Plus since it's a simple shirt, it provides me the exact same freedom of movement that an AA would.Yeah, that's part of why I don't see it being all that common, even with the physrep being notionally cheaper. 140 production means you have to find a blacksmith who's got 28 levels of Blacksmith. That's 84 XP, and at 'cost' 1.4 gold per suit... for something the player paid XP to be able to wear at all, and that is destroyed permanently by a single Shatter.
That's not a worthwhile investment, especially once Plot starts swinging more Shatters because it now actually does something against the players wearing Arcane. Even if that 'something' is just making them refit, because Arcane remains better in every way than physical armor, save for the extreme edge case of Fighters willing to spend 15-25 build on Wear Extra Armor to get up to 50 or 60.
Meanwhile Celestialists can High Magic Celestial Armor up to 40, and have Arcane better than it is actually possible to cast using the magic item creation system on XP alone, no physrep or ingame monetary cost required.