06-24-2011, 08:26 AM | #11 | |
Join Date: Jul 2008
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Re: [DF] Armor Cost and Low Tech
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For instance, you wouldn't often put Lighten 50% or Fortify +2 on cheap-quality armor. And once you're already planning on Fortify +2 you might want to think about shopping in hardened steel...and maybe expert tailoring to reduce your chances of all that nice magic armor being bypassed.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 06-24-2011 at 08:36 AM. |
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06-24-2011, 08:26 AM | #12 | |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: [DF] Armor Cost and Low Tech
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You do understand that DF and realistic economies don't belong in the same paragraph, right?
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06-24-2011, 08:28 AM | #13 | |
Join Date: Oct 2005
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Re: [DF] Armor Cost and Low Tech
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06-24-2011, 08:41 AM | #14 | |
Join Date: Aug 2004
Location: Edmonton, Alberta, Canada
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Re: [DF] Armor Cost and Low Tech
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Yes, but poorly and inconsistently with respect to effect gain vs price, depending on which enhancement route you go. |
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06-24-2011, 08:52 AM | #15 | |
Join Date: Jul 2008
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Re: [DF] Armor Cost and Low Tech
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Fortify +1 and Lighten 25% being dirt cheap means that most metal armor will probably be magical, even if it is also cheap quality. So what? It's DF, you're shooting one-use magical arrows! Some of which cost more than the Fortify enchantment on your armor, come to that. Not sure what you mean by 'poorly'. Inconsistent gain vs. price...seems perfectly reasonable. Why would you expect the spectrum of gear quality to have some convenient, simple organization to it?
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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06-24-2011, 10:39 AM | #16 |
Join Date: Nov 2009
Location: GMT-5
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Re: [DF] Armor Cost and Low Tech
While magical improvements to armor (lighten, fortify, etc.) may be less expensive that mundane armor adjustments for the same effect, they are presumably susceptible to more countermeasures.
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06-24-2011, 10:45 AM | #17 |
Join Date: Sep 2004
Location: Canada
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Re: [DF] Armor Cost and Low Tech
Magical improvements stop working in Low Mana and No Mana, and critically important is that magical improvements suffer "armor damage" and fall off even if you are never tracking armor damage for mundane qualities.
If you aren't tracking armor penetration, I'd multiply the cost of magical enhancements by 5. (energy or dollar cost, which ever suits your sense of order and reason more).
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06-24-2011, 11:08 AM | #18 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: [DF] Armor Cost and Low Tech
What standard of living are DF enchantments priced assuming? You could always bump that up in order to bring prices more in line with the LT prices for improvements.
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06-24-2011, 11:11 AM | #19 | |
Join Date: Mar 2007
Location: Anywhere but home
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Re: [DF] Armor Cost and Low Tech
I mean, a lot of the problem is comparing a game perspective ("I'm going to buy the best armor at the best price with the best enchantments I can!") with a de facto perspective ("Well, historically the average price of armor X was Y, so that's how much it costs"). I've got LT and would rather use those tables, but it's a DF game so the former perspective is ultimately what rules.
Part of it too is character creation issues vs. in-game issues. We're still at the character creation phase, which is more of an anything goes mindset in which the players will try to maximize their ROI, and in which it's somewhat harder to control the (lack of) availability of gear since there are just faceless tables to go by. Once in game, it should be a lot easier to manage ("No, +5 Fortified Plate isn't in today...or tomorrow...or ever," or alternately, "There's a glut of mail on the market and we're having a liquidation sale!"). And before anyone says that the GM should limit equipment availability from the get-go, I agree: I'm actually statting the characters from descriptions, so *I'm* the one trying to give the players a good ROI :). Quote:
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06-24-2011, 11:20 AM | #20 |
Join Date: Sep 2004
Location: Canada
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Re: [DF] Armor Cost and Low Tech
For my DF game, I've cut armor down to 60% for most locations, but I charge extra for any coverage over hands, feet, and neck, largely to subtly encourage those locations to be slightly lower DR, and "handwaving" hand armor being well articulated enough that nobody has to sweat bad grip or ham-fisted. I'm also encouraging "cheap" armor - but don't forget that Cheap armor doesn't just drop DR by 1, it makes it easier to hit chinks in armor.
But I've also forbidden TL 4 armor, and adjusted cloth and leather and scale armor with some deliberately unrealistic weights so that the lower end of the DR range has upgrade paths that don't lead immediately to "get cheap thin plate". Purely for the aesthetic purpose of having people in cheap light armor not wearing DR 2 cheap plate or whatever.
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dungeon fantasy, low-tech |
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