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Old 03-25-2019, 07:29 PM   #1
warhorse11h
 
Join Date: Aug 2018
Default Enchanted Armor

I modified the existing armor enchantment rules to allow one to reduce the DX penalties for armor and shield.

A suit of armor or a shield can be enchanted to stop extra hits, or to reduce the DX penalty for that armor or shield, but the total of extra hits stopped or DX reductions cannot exceed 5 points. No shield or armor can be improved beyond DX -0. I'm trying it out in my little world right now. Nobody currently has anything beyond +1 hit and DX penalty reduced by 1.

Using chainmail as an example, it could be enchanted to provide DX-0 and stops 2 extra hits, for a total of 5. It would be expensive to buy, though.

It doesn't seem to break anything in the game.
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Old 03-25-2019, 08:00 PM   #2
hcobb
 
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Default Re: Enchanted Armor

My house rules consider this and point out that each figure can only have one DX booster item.
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Old 03-26-2019, 05:56 PM   #3
warhorse11h
 
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Default Re: Enchanted Armor

Quote:
Originally Posted by hcobb View Post
My house rules consider this and point out that each figure can only have one DX booster item.
Reducing a penalty is not the same as increasing an attribute. Call it magical weight reduction for the armor then.
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Old 03-26-2019, 06:16 PM   #4
hcobb
 
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Default Re: Enchanted Armor

Why not use Weapon/Armor enchantment to boost MA then?
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Old 03-26-2019, 06:41 PM   #5
warhorse11h
 
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Default Re: Enchanted Armor

works for me
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Old 03-26-2019, 06:53 PM   #6
hcobb
 
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Default Re: Enchanted Armor

LMIC: Lighten $4k. Each level (up to five) makes the enchanted item 25% lighter (so at level five it weighs 24% as much as unenchanted), reduces MA penalty of armor by one (up to no penalty), reduces DX adjustment of armor by one (up to no penalty) and reduces the ST needed to use the item as a weapon by one. Each level after the first is twice as expensive as the previous level.
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