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Post by Jopper13 on Sept 6, 2018 9:31:50 GMT -5
*bump*
Last chance to get involved!
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Post by CPotter on Sept 6, 2018 13:16:01 GMT -5
I understand the new rule sets that have been offered but I don't like them.
I understand the want for a more simple set of rules to get armor counts and that we are not a game focused on hyper realism where armor needs to be 100% historically accurate, but personally I really like our current system. Yes it does need some clarification on certain things but I feel that it forces us to really commit to wearing armor if we want to reap the benefits. While I do agree that wearing some armor is a step in the right direction, if you as the player make the conscious choice to wear less armor because you don't want to wear it or you wish to not be as heavy of a fighter that is a choice you need to deal with.
Our system is actually not that hard to learn and allows a surprising amount of creativity and freedom with how you wear your armor. I really think that we should stick to our current system just add some clarification on joints for complete coverage, and layering of armor it would be just fine. we shouldn't have to make things super simple because people simply don't want to learn and practice our armor system. It is not as hard as it seems to learn our current armor rules and I believe that is where the confusion and dissatisfaction come from is people just expecting somebody else to get their armor count for them instead of having somebody verify it after they themselves have counted their armor. Minor wording updates and clarifications, knowing the rules, and knowing your equipment and where it falls within our armor types and coverages is all that in my opinion needs to be remedied. We as players of the game and members of the Last Hope community need to do as we promised and learn the rules.
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Post by Jopper13 on Dec 23, 2018 13:51:52 GMT -5
Here are the 2 final systems/updated armor rules we have been looking at. So far there has been a lot of positive feedback on having our armor target locations mimic the wounding locations, so we are moving to a 6 location system (Head, Torso, Arm, Arm, Leg, Leg). The "adjacent joint coverage" stuff was confusing, so we are just changing this to "overall % of coverage" which players will have to take into account the joints in some way to get complete coverage. 6 Locations, Vitals Bonus, Gambeson, Max 16This system is similar to ours where it rewards gambeson and protecting your vitals and is easy to count, but it is still a little tricky and changes the armor ceiling down to 16 points from 18 points. The biggest concern with this system is that although it is simpler than Version 1.5, we are not convinced it is easy enough to fix the complexity problem. It also changes the ceiling to 16 points, hindering some of the heaviest armors in the game.Assume that the rest of the armor rules are the same (rounded edges, no protrusions, what armor qualifies for what category, etc) 6 Locations, Fast Count, No Vitals/Gambeson, Max 18 This system is super fast and east to count but removes the bonuses for covering vitals and having a gambeson. All 6 locations are equal. The biggest concern with this system is that there are some WEIRD anomalies that happen with several basic and complete locations of heavy armor. Some current armor build in Version 1.5 at 9 points of armor blow up to 12-14 points in this system simply because of how basic the counting is.Assume that the rest of the armor rules are the same (rounded edges, no protrusions, what armor qualifies for what category, etc) A breakdown of both of these systems/comparisonThe link below is to a document that is a breakdown of roughly 65 sets of armor and how they would count out in Version 1.5, Max 16 Vitals, and Max 18 Fast systems lasthopelarp.com/1p6_Armor_2systems2.doc
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