Pikeman Archive
Thread: Armour vs counter-attack/evade/dodge/block mods, one or the other, both useful
huh
GTOfire wrote:
so right now it's not a choice between two different advantages, but a choice between an advantage and a disadvantage.
Encumbrance simply isn't big enough to offset the enormous difference between being armored and unarmored. A good set of buffs negates all but the most extreme HAM costs.
Though I agree with the basic principle that armor should probably lower your ability to dodge and so forth, I think it would have minimal impact on the game.
The idea of block taking 1 condition from your weapon is truly horrible. Pikemen block, fencers dodge, swordsmen counterattack. Block's broken enough already by allowing damage, it certainly doesn't need to be made even worse by breaking our weapons too.
Otherwise it's a nice idea, but I don't see it doing very much.
Great Idea I know for a fact trying to dodge a blow with 70lbs. of plate mail armor is soooo much harder(slower) than with just clothing.
It is in most games that your encumberance decreases your abillity to evade attacks.
/signs on the dotted line to pass said measure.
Well I just had an idea to add to this.
If every combat item armor and weapons had a speed factor asigned to it based onits dammage and or HAM. Since a Powerhammer is slow but does high dammage this would make sense as well as 80% composite having higher HAM.
Call it combat encumberance and adding heavy armor and heavy weapons will add to this encumberace as well as being able to decrease it by doing the opposite.
A high combat encumberance will limit your dodge/block whatever bonuses and a low one will add to it.
Sounds good I think.
Dam edit button or lack there of :}
Speed factor = Combat encumberance
At master pikeman, I block a LOT. Enough that it's not an exaggeration to say that if my weapon lost 1 point of condition per block I'd need a new one every night. This is why I say there wouldn't be much impact from increasing the frequency. Especially with CoB active, there's not a lot of room to increase. Block being what it is, even if I did it 100% of the time I'd still take 50% of the damage directed at me, but that's a rant for a different time.
The bigger question is why should an unarmored fighter be just as good defensively as an armored fighter? Being a wookiee, I'd have to be a fool not to welcome such a situation, but it would relegate all armor to newbie status.
Armor's intended advantage is to increase defense while its drawback is limiting offense (via HAM costs). I'm not sure this really happens due to the prevalence of buffs, but that's the idea. The idea of players blocking/dodging/counterattacking less frequently with heavy armor on makes perfect sense, but its advantage shouldn't be negated. Armor needs to provide a strong defensive advantage, otherwise there's really no point to having it in the game.
What I could see being a viable alternative would be increasing armor's offensive penalties. Not just by HAM costs, but by lowering to-hit and offensive stats. Allow the heavily armored to be strong defensive tanks capable of absorbing a lot of damage, but let the fleet-footed unarmored be the real damage-dealers. That is, limited defense but heavy damage for unarmored, heavy defense but limited damage for heavily armored, a sweet spot somewhere in between. You could be the best tank or the best damage-dealer, just not both at once.
In PvP, it would come down to whether the unarmored could hack his way through before the armored lands enough strong hits to take him down instead of who has the better armor. To me, this would provide a much more satisfying difference between armored and unarmored fighting than just having a different type of defense.