Armor stacking needs to be clarified

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Omote
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Post by Omote »

Piecemeal armor is a cool idea for FRPGs such as C&C. I'm about to play in a City of Greyhawk game where the PCs are dirt poor, only starting the game with a 1-5 GPs worth of equipment/housing. The PCs are the lowest class of the city, and being that it is a total city campaign, cash flow could be quite short. It might come down to small pieces of armor just to get a few more AC points. We're going to need that.
Good idea Treebore. Totally forgot about that resource.

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DangerDwarf
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Post by DangerDwarf »

serleran wrote:
That assumes you like those rules. I don't, as they are overly complicated for very little net effect.

Overly complicated? I thought they were pretty simple and straight forward myself. What is so complicated about them?

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Post by serleran »

As I recall, each variant piece adds a different amount to AC, depending on what it is, and what it covers. So, for example, if you have chain mail on your legs, you get +2 AC (or whatever) but leather is +1, and metal (like plate) is +3. But, that's what I recall... I'd have to flip the book open after these last 15 years to see if its different..... Nope, its what I recall. Each piece of armor provides X amount of AC, and its broken down into arms, legs, and chest, which determines the base AC. Its not terribly complicated to devise the AC for it, but it does get more complex for weight, magic, and, if you're using the other options, armor damage. Of course, that stuff can be easily ignored, but the underlying system is still "one from column A, two from column 2, and a third from area H." I'd prefer "base of X, only changes if a situations calls for it."

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