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Rusharn Sub-Lieutenant

Joined: 24 Apr 2016 Posts: 58
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Posted: Mon May 09, 2016 8:07 pm Post subject: |
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I do play with armor damage rules. This makes custom armor expensive to keep in repair more so if it is destroyed and is a consideration the players have to keep in mind when they decide to use custom armor. Plus the time it takes to repair armor means their favorite suit may not be available for a mission.
This usually leads my players having two or three suits of armor in Star Wars. The armored jumps suits and lighter 'cloth' armors for causal walking around or when they are going to be doing things that require dex. A back up battle armor for when their main or custom armor is out of action or destroyed, and then their main armor often customized that they use for heavy action. |
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Volar the Healer Jedi

Joined: 04 Aug 2003 Posts: 664 Location: Arizona, USA
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Posted: Mon May 16, 2016 11:15 pm Post subject: |
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Having actually trained in armour, both medieval and modern, I would say no.
I cannot imagine a situation where I would be better using my weapons, either sword or rifle, while wearing armour than I would be without wearing armour.
I like the game penalties for wearing armour, and think they're close to real life. I would allow skills for armour mounted weapons (wrist laser, rocket, jet pack, etc) seperate from hand held weapons, but not as specialties. And I would allow bonuses for armour mounted sensors. I also allow my characters to spend character points on "armour" to remove these penalties as they slowly get used to wearing armour over a period of time, but that's about it. _________________ Know Jesus, Know Peace.
No Jesus, No Peace |
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MrNexx Rear Admiral


Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Tue May 17, 2016 9:50 am Post subject: |
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Volar the Healer wrote: | Having actually trained in armour, both medieval and modern, I would say no.
I cannot imagine a situation where I would be better using my weapons, either sword or rifle, while wearing armour than I would be without wearing armour.
I like the game penalties for wearing armour, and think they're close to real life. I would allow skills for armour mounted weapons (wrist laser, rocket, jet pack, etc) seperate from hand held weapons, but not as specialties. And I would allow bonuses for armour mounted sensors. I also allow my characters to spend character points on "armour" to remove these penalties as they slowly get used to wearing armour over a period of time, but that's about it. |
How do you work the CPs to reduce armor penalties? _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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Tinman Lieutenant Commander

Joined: 26 Dec 2013 Posts: 110
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Posted: Wed May 18, 2016 12:28 am Post subject: |
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I just went down the master skills list and tried to imagine "in armor" as a specialization for various ones. I recommend doing this strictly for humor value. My favorites were Etiquette (in armor,) Home Economics (in armor) and Traffic Control Procedures (in armor.)
Dancing (in armor) and Swimming (in armor) are just a little too obvious. |
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MrNexx Rear Admiral


Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Wed May 18, 2016 11:17 am Post subject: |
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Tinman wrote: | I just went down the master skills list and tried to imagine "in armor" as a specialization for various ones. I recommend doing this strictly for humor value. My favorites were Etiquette (in armor,) Home Economics (in armor) and Traffic Control Procedures (in armor.)
Dancing (in armor) and Swimming (in armor) are just a little too obvious. |
Ok, that actually had me laughing in the office. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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Volar the Healer Jedi

Joined: 04 Aug 2003 Posts: 664 Location: Arizona, USA
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Posted: Wed Jun 15, 2016 7:01 am Post subject: |
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MrNexx wrote: | How do you work the CPs to reduce armor penalties? |
Based upon the character's DEX (before armour penalty).
Example: If a character has 3D DEX it takes 3 CPs to reduce the DEX penalty by 1 pip. And it can only be reduced one pip per adventure and only if he actually wears his armour for that adventure.
This is an adaptation of an old rule from 1st edition, and seems realistic based upon my experience wearing armour. _________________ Know Jesus, Know Peace.
No Jesus, No Peace |
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MrNexx Rear Admiral


Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Wed Jun 15, 2016 11:42 am Post subject: |
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Volar the Healer wrote: | MrNexx wrote: | How do you work the CPs to reduce armor penalties? |
Based upon the character's DEX (before armour penalty).
Example: If a character has 3D DEX it takes 3 CPs to reduce the DEX penalty by 1 pip. And it can only be reduced one pip per adventure and only if he actually wears his armour for that adventure.
This is an adaptation of an old rule from 1st edition, and seems realistic based upon my experience wearing armour. |
So, more Dextrous people have a greater problem overcoming the penalties caused by armor? _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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Volar the Healer Jedi

Joined: 04 Aug 2003 Posts: 664 Location: Arizona, USA
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Posted: Tue Jul 12, 2016 1:42 pm Post subject: |
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MrNexx wrote: | So, more Dextrous people have a greater problem overcoming the penalties caused by armor? |
Correct. Those who use higher levels of dexterity (as opposed to strength) spend more CPs to reach those heights. I suspect a gymnist would have much more difficulty with additional encumberance than a football player. _________________ Know Jesus, Know Peace.
No Jesus, No Peace |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat May 26, 2018 11:55 am Post subject: |
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Bringing this back up, cause Whill forgot it existed...
So how do You handle pcs buying off armor dex penalties?
A) they can't do it
B) it costs XYZ # of CP per pip
C) It costs money, like as in when modifying the armor
D) something else
When they do so, does it
A) exist for that suit of armor only
B) all suits of that specific type of armor
C) other. _________________ Confucious sayeth, don't wash cat while drunk! |
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Mamatried Commodore


Joined: 16 Dec 2017 Posts: 1902 Location: Norway
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Posted: Sat May 26, 2018 4:43 pm Post subject: |
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Wear the armor enough and viola no more penalties, or reduced ones.
It is stated that at least for stormies, they get used to the armor and thus get less penalties from it |
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Wajeb Deb Kaadeb Commodore


Joined: 07 Apr 2017 Posts: 1448
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Posted: Sat May 26, 2018 5:24 pm Post subject: |
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garhkal wrote: | Bringing this back up, cause Whill forgot it existed...
So how do You handle pcs buying off armor dex penalties?
A) they can't do it
B) it costs XYZ # of CP per pip
C) It costs money, like as in when modifying the armor
D) something else
When they do so, does it
A) exist for that suit of armor only
B) all suits of that specific type of armor
C) other. |
Is it allowed by RAW? |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Sat May 26, 2018 5:47 pm Post subject: |
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If I were to do this, it would be limited. Also, I feel that the penalty should not be to the Dexterity attribute, but rather to all skills that represent the wearer's ability to move/manouver. Therefore, the penalties would apply to dodge, running, climb/jump, and double (or more) the penalty to swimming.
The most I would likely allow is to buy off 1D of penalties. The cost would be per pip, it would increase with each pip. So it might be 5 cp for the first pip, an additional 10 cp for the second, an an additional 20 cp for the third, for a total of 35 cp, but no more than one pip per month of training/practice, etc. |
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Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
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Posted: Sat May 26, 2018 5:53 pm Post subject: |
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Oh yeah:
And the buy off would apply to all armor. A custom suit of armor could be had for additional cost, and this could further reduce the penalty by 1 or 2 pips, depending on the quality of customization. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat May 26, 2018 7:50 pm Post subject: |
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Wajeb Deb Kaadeb wrote: |
Is it allowed by RAW? |
Nothing i've seen in the RAW actually spells it out, but there are (as was mentioned earlier in the thread), some mentionings of storm troopers who've gotten so used to their armor they no longer HAVE a penalty with it.
Naaman wrote: | If I were to do this, it would be limited. Also, I feel that the penalty should not be to the Dexterity attribute, but rather to all skills that represent the wearer's ability to move/manouver. Therefore, the penalties would apply to dodge, running, climb/jump, and double (or more) the penalty to swimming. |
The penalty applies to Both the dex attribute and all skills under the Dex.. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat May 26, 2018 10:31 pm Post subject: |
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I’d do something similar to Naaman, but since this option is seen exclusively (in the RAW, at least) in somewhat advanced NPCs, I’d make the initial buy-in relatively low, say 2-3 cp per point of penalty reduction, or 12-18 for a full 1D of reduction (good enough for stormtrooper armor). _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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