Consider (and then subsequently rip to shreds, as is the way here) the following, which helps solve the "Do I seriously lose my ability to use my armor just because I took off my helm for this fight" issue, the "Why can't I just have enchanted bracers rather than a fully enchanted 45-suit that must always be worn together always" issue, and the "Armor Production is expensive and simply hurts low-level players" issue:
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The number of Armor Points a character is able to utilize at events is determined by up to four different tags:
- Torso Armor: Includes Chest, Stomach, and Back armor locations
- Arm Armor: Includes Upper Arm and Forearm armor locations
- Leg Armor: Includes Upper Leg and Lower Leg armor locations
- Head Armor: Includes Head armor location
You cannot benefit from any Armor Points if you do not have an Armor Tag for that location, regardless of how much actual armor you might be wearing. Each Armor Tag will list the location the armor applies to, as well as a maximum point value the tag will provide for that location (Example: “
Arm Armor - Up to 6 points”). You may then wear any amount of armor in that location, receiving a total number of Armor Points equal to the worn armor’s total points or the maximum specified on that location’s tag, whichever is lower. For example:
You have an “Arm Armor - Up to 6 points” tag and are wearing armor that earns you 4 Points total for your two arm locations. You will receive 4 Armor Points. If you change arm armor to something worth 6 or fewer Armor Points, your same tag will also allow you to wear that amount, but if you change armor to something worth 7 or more Armor Points, your tag will only allow you to gain 6 Armor Points, with a higher-limit tag being required if you want to utilize the additional points.
Any clothing covering the torso will count as 6 points towards Armor, with any additional armor worn on any of the three torso locations stacking on top of this base 6. The bonuses for In-Genre and Mastercraft are removed, due to being inconsistent from Marshal to Marshal, with this 6 just encompassing that amount. For example:
A player is wearing an ordinary shirt and a 2-point genuine leather cuirass covering her chest, stomach, and back. Her Torso Armor total is 21, with 6 coming from the base shirt and 15 coming from the leather cuirass. This said, any player wearing torso clothing is automatically able to utilize a “Torso Armor - Up to 6 points” tag.
If you are targeted by a Shatter Armor effect that does not specifically target one of your armor tags (such as just “Shatter Armor”), you may choose which armor tag is affected by the Shatter. For example:
You are using 3 Armor Tags: A 4-point Arm Armor tag, a 21-point Torso Armor tag, and a 2-point Leg Armor tag. You get hit with a packet for “Spell Shatter Armor!” Since your Leg Armor tag is worth the least and no specific tag was mentioned in the effect’s verbal, you decide that the Shatter will affect your Leg Armor and destroy the Leg Armor tag. However, you later get hit with a packet for “Spell Shatter Torso Armor”, requiring you to destroy the 21-point Torso Armor tag because it was specified by the verbal, rather than your 4-point Arm Armor tag you would have probably preferred to lose.
This system also allows Blacksmith production regarding armor to become more available to more players - especially those of lower level - by dividing up the production costs rather than having them as larger-cost single tags:
Head Armor (up to 5) - 10 PP
Head Armor (up to 9) - 25 PP
Arm Armor (up to 5) - 10 PP
Arm Armor (up to 10) - 25 PP
Leg Armor (up to 5) - 10 PP
Leg Armor (up to 10) - 25 PP
Torso Armor (up to 6) - 10 PP
Torso Armor (up to 15) -25 PP
Torso Armor (up to 21) - 45 PP
Torso Armor (up to 27) - 65 PP
Torso Armor (up to 33) - 90 PP
For Magic Item Armor, any phys-rep that qualifies for Armor Points is eligible to be enchanted. When that item is being worn and an Armor Tag that includes that armor piece is being actively utilized, the properties of the Magic Item can be used, regardless of the enchantments, or lack thereof, on the rest of the armor pieces you are wearing. For example:
You have a helm with a "Sturdy Armor" enchantment. Even though the helm is the only enchanted piece of armor on you, you still benefit from the Sturdy Armor effect as long as you are using the helm to fulfill points on your Armor Tag(s). If an enchantment would render a single worn piece of armor Indestructible, that ability is not conferred to all Armor Locations worn. For example:
You have a helm with a "Sturdy Armor" enchantment that makes it Indestructible and are struck by a "Shatter Leg Armor" attack. The helm's Indestructibility does not extend to your Leg Armor, so the Leg Armor tag is destroyed rather than simply reduced to 0 like you would have preferred.
On a related point, this also allows Plot Teams to more easily drop enchanted pieces of armor as treasure to players, since they no longer have to give away entire physical suits of armor (which is unlikely to occur very often, if ever) and can instead provide more cost-allowable treasure reps like bracers, etc.
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I think it's pretty straightforward, makes sense in and out of game for explaining how things work rather than just shrugging it off as "well, there are lots of mechanics you can't explain in-game" or "well, this is just how we've always done armor tags and of all the huge things 2.0 changes, we're adamant that the clunkiness of the armor tag rules remain intact", makes armor rituals more accessible to players, and makes it all just flow a lot smoother.
But I'm sure people will inevitably claim it's "too much work for Logistics to split the tags", even when we are already going to be redoing countless thousands of production and magic item tags and this is but a drop in the bucket. Or, even if they do like it, I can't attend a playtest, so my opinions on rule changes are completely disregarded anyway. Shrug.