Armor Discussion
Since Dieter mentioned it, and Im sure we are all a little concerned with things related to this, lets talk about how we can make things a little more manageable. Im with Dieter on this one, in todays world soldiers often leave their armor behind because its hot, ill-fitting and uncomfortable. We could never convince a gamer to do such unless we impose restrictions that arent necessarily realistic. I have two ideas to forward.
1. All characters in armor go after unarmored characters in Dex order.
2. No half moves when wearing armor.
This might sound harsh, but I think it will lead to better gaming. Now, instead of relying on walking through damage, we would have to be cognizant of the scene and try and find cover, rather than just wading through bullets or lasers. This proposal is only for the current space idea, nothing else.
Whining
Tell me why this idea sucks. Matt, mention how this is just hand waving and doesnt really accomplish anything. Gabe, you tell me how this has nothing to do with the rules in the books. Ben can mention how it will make certain characters not viable. Or you can all surprise me.
--Gdaze-- *cries* No, I do think something should be done about armor. For one, we could do what you did in Space Opera, minus to LR, so some weapons and armor make you go slower. I dunno about no half moves, but maybe just docking some points off the movement trait? Also if it isn't very high tech armor, huge minuses to per rules. As armor tends to be more clunky too, we could so something like... diving for cover and stuff is much harder, and getting up is as well. I mean could you imagen falling to one knee in armor AND taking off a shot? But b'ah, not going so much for realism but more making armor not some awesome thing that lets us skip through bullets. Also wearing armor for long periods of time could give minuses to dex or con rolls. That is one suggestion in the Equipment Guide.
Another idea is activation rolls for certain kinds of armor. Perhaps the ones that allows for more flexablity? A 13- or 14- might seem like a good chance, but it only takes one 2D6 RKA to really fuck someone up if it gets through.
I don't mind going against the rules, as long as its kinda universal ya know! Maybe this should have been posted below.
--Gdaze--Surprise Cockfag!
--Matts 12:55, 13 February 2007 (MST)hand waving, et cetera, essential drama of the scene, what does it matter in the big picture anyways
--Jason 13:01, 13 February 2007 (MST)I think what it does is change the perception of the reality we are trying to create. We can say all day long that its a gritty place, but when dudes are walking around in armor getting shot eleventy-billion times with no effect, thats not gritty, its anime. I think it might have a greater effect than it at first seems.
Better Ideas
One of you schmucks will have a better idea, so post it here already.
--Matts 13:06, 13 February 2007 (MST)How about just an LR penalty for most armor? Cyberpunk balances armor pretty well with stacking REF penalties.
Also, keep in mind that it may be illegal, like it is in California! If we don't want players to have armor, artificially limit access to it!
--Gdaze--Oh something else I have always liked is the aba...ablative? However you spell it... system from Mekton Zeta Plus. That is, as armor is hit, it losses defense. So yeah you can maybe take a few well places hits, but only for so long.
--Jason 13:12, 13 February 2007 (MST)Limiting access only works for so long, eventually someone will find some if they dedicate themselves to doing so. I think that if armor were expensive and not very effective it could seriously mitigate how much players use it. So, if we combine both things you guys suggest: Armor costs thousands of credits AND has the Ablative limitation. In Hero that means each time its penetrated it gets a reduced activation roll.