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Re: [Adonthell-devel] Shield and Armor Rules


From: Andrew Phillips
Subject: Re: [Adonthell-devel] Shield and Armor Rules
Date: Sun, 12 Mar 2006 12:47:47 -0800

In working out the rules on materials and the list of armors
available, I've more or less assumed that armour rating is cumulative.
This may introduce some unrealities, but I can't think of a way to fix
that without getting too complex too soon

For example, if the character is wearing heavy leather boots (armour
4), heavy leather gloves (armour 4) and a leather cap (cumulative
armour 4+4+3=11) and her enemy is carrying a wooden buckler (armour 6)
and wearing a un-improved leather vest (armour 5, cumulative armour
rating of 11), with equivalent weapons, they have an equal chance of
hitting and hurting one another.

This is somewhat unrealistic, since the enemy with the shield and vest
is better armoured than the player, but I can't yet think of a way to
uncomplicate things.

Andrew

On 3/12/06, Kai Sterker <address@hidden> wrote:
> On 3/11/06, Andrew Phillips <address@hidden> wrote:
>
> > I have also been thinking about the relative hardness of various materials.
> >
> > I am working from the idea that hardness is measured along a continuum
> > between skin (0.1 hardness) and stone (2 hardness). Unimproved iron would
> > have a hardness of 1, I think. This is a draft list, of course.
>
> I guess that for armour we also have to consider how much of the body
> it actually covers, but apart from that such a list is very useful.
> The values themselves look sensible, I think.
>
> > Human skin            0.1
> > Dwarvish skin         0.2
> > Leather                  0.3
> > Hardened Leather   0.4
> > Wood                    0.5
> > Brass                    0.6
> > Ironwood                0.7
> > Bronze                  0.8
> > Tempered Bronze   0.9
> > Forged Iron           1.0
> > Tempered Iron       1.2
> > Steel                    1.3
> > Tempered Steel     1.5
> > Khuzdunat Steel    1.8
> > Stone                   2.0
> >
> >
> > This list is more or less intended to help develop consistent stats for the
> > armour value of a specific item based on its construction.
> >
> > The other question I have is whether we want to implement item durability
> > rules.
>
> Good question ... if it's properly done, I think we might do it. I
> played games where it was a nuisance, as items broke unexpectedly. But
> if you can see how worn out an item is and get the chance to have it
> repaired or repair it yourself, it often was quite enjoyable. Sort of
> makes more fun to go out on a quest when you have to prepare yourself
> properly for it. As far as DB is concerned, I'm not sure if the game
> is long enough to really experience any notable decline of equipment.
> A little maybe, and we might also have items Marcella can find that
> start in a pretty bad state, thus requiring some tending to before
> being able to make good use of them.
>
> Kai
>
>
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