Templarmkiii
Newbie
First off, let me say that I can appreciate a few ideas with the armor changes:
1) Higher potential armor value is a great thing to me. Armor is encumbering and I want to have a better reason to wear it. I was disheartened my first few events to see the difference between power that actual armor provided versus arcane forms.
2) Fake armor now being awarded armor value is also cool. Real armor is expensive and, again, encumbering. I think this is part of the reason for the arcane armor issue mentioned in the playtest. At the very least, it offers a cheap alternative that is less encumbering.
However, I do see potential problems:
You're effectively punishing real armor again and simply shifting the prevalence of arcane armor to a prevalence of foam/cosplay armor by enabling it to get near full armor value.
Having a flat bonus of +1 for "real" materials, regardless of what category, is a bit weak. The difference between foam "leather" armor and real leather armor is 100%. The difference between foam "plate" armor and real plate armor is 25%. Couple this with the fact that the only differences between the 1 point foam "leather" armor and 4 point foam "plate" armor is how it is styled/painted, as well as the fact that the differences in encumbrance of foam to leather versus foam to steel, and it makes even less sense to me.
I understand a need to make armor more accessible to people, but at the same time I also feel a need to reward the real thing more appropriately, as well. Being a heavy immobile tank should have benefit.
As such, my proposal would be to either make the "real material" potential bonus 100% across the board, or limit the fake versions more.
Having fake versions be weaker would still encourage them, because armor for basically no real life cost or loss of mobility is still better than not having it, while rewarding someone who wears the real thing and puts up with all the discomfort associated.
1) Higher potential armor value is a great thing to me. Armor is encumbering and I want to have a better reason to wear it. I was disheartened my first few events to see the difference between power that actual armor provided versus arcane forms.
2) Fake armor now being awarded armor value is also cool. Real armor is expensive and, again, encumbering. I think this is part of the reason for the arcane armor issue mentioned in the playtest. At the very least, it offers a cheap alternative that is less encumbering.
However, I do see potential problems:
You're effectively punishing real armor again and simply shifting the prevalence of arcane armor to a prevalence of foam/cosplay armor by enabling it to get near full armor value.
Having a flat bonus of +1 for "real" materials, regardless of what category, is a bit weak. The difference between foam "leather" armor and real leather armor is 100%. The difference between foam "plate" armor and real plate armor is 25%. Couple this with the fact that the only differences between the 1 point foam "leather" armor and 4 point foam "plate" armor is how it is styled/painted, as well as the fact that the differences in encumbrance of foam to leather versus foam to steel, and it makes even less sense to me.
I understand a need to make armor more accessible to people, but at the same time I also feel a need to reward the real thing more appropriately, as well. Being a heavy immobile tank should have benefit.
As such, my proposal would be to either make the "real material" potential bonus 100% across the board, or limit the fake versions more.
Having fake versions be weaker would still encourage them, because armor for basically no real life cost or loss of mobility is still better than not having it, while rewarding someone who wears the real thing and puts up with all the discomfort associated.
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