Thank you for the shown interest. :)
Now, I'm currently trying to decide on something for the RP. And I'd like you guyses (
@Gisk,
@MrSkiMobile,
@Herald opinion on this bit (As you three are the only interestees at this point in time).
At the moment, Body Armor has the "Soak Points", which act as a sort of buffer HP before you start taking actual damage to your "real" HP. But once it loses all it's SP, it becomes "Broken", and your saving throw goes down by 1.
At the time, the list looks like so:
- Light Body Armor; 1 SP, Save at 5+ (6 when broken)
- Medium Armor, 2 SP, save at 4+ (5+ when broken), -1 AP
- Heavy Body Armor, 3 SP, save at 3+ (4+ when broken), -1 AP, -1 Attack, -1 Acro
At the moment, I'm debating on re-working this mechanic. I'd like to hear your thoughts on whether you like any of the re-designed versions or if you'd prefer things to stay as is.
Option #1- Medium Body Armor is removed from the game, so only Light and Heavy remain.
- Soak Points (SP) are removed, and BOdy Armor no longer breaks.
Option #2- Same as above
- Heavy Body Armor now has a 4+ save instead of 3+, and has a -2 AP penalty when worn,
but no longer causes a -1 to attack and Acro
Option #3- WHen SP reaches 0, armor no longer breaks
- Otherwise, everything stays the same
Some of this may seem nit-picky or semantic, but it doess have a big impact on both gameplay and how you guys decide to make your characters and what they equip.
Losing SP would mean you'd all have, functionally, less HP, making your characters squishier in one sense. However, not having armor become 'broken' means you wouldn't have to worry about your long-term survivability decreasing because your saving throws get worse.
Removing Medium Armor will decrease the numer of items in the game, but it currently feels a bit like Why pick Heavy when Medium offers a good enough saving throw and has a way lower penalty", you know?
Do let me know your thoughts and feelings on the matter. Thanks in advance.