Equipment

Main Page, Combat Basics

So; why a section on items, when we already know what items do?
  • Because; weapons and armor do not, a scary warrior make. A level 10 warrior should be just as big of a threat with a well made sword and shield as h/she is with a flaming sword and a spell reflecting shield.
  • Items, do not a level appropriate character make. Items shouldn’t make or break your characters playability; so now they don’t. Instead items give you cool new options in your arsenal of attacks and other things to do.
Well then, how is this accomplished?
  • Weapon attack progressions and competence vs. base attack bonus.
    • Weapon proficiency and strength determines weather or not your character can wield a certain weapon and if there are any penalties for doing so.
    • Your character’s choice of weapon determines his/her attack bonus by level and the number of attacks per round.
  • Component Armor. (still in the works)
    • Will allow a player to build up a full customizable set (or several sets) of armor so that they can get the bonuses they want.
    • Special enhancements will be based on component material and where that component is worn on the body.
    • Will allow a character to ‘strip down’ or ‘beef up’ as situations dictate (mostly this would apply when they know what they mostly walking into).
      • There are eight total armor components. Three main components which make the majority of the armors protective quality, and five additional components which grant additional protections from different forms of attack and critical hits, some may even contribute a small amount of standard protective quality.
        • The three main armor components -
          • The torso (body) – This is where all the vitals are located and it’s the biggest zone to try to hit. In a sword fight, this is where the opposition is going to be striking at the most, because it’s basically a kill zone.
          • The upper arms (arms) – The upper part of you arms are your natural protection to the flanks of your torso; thus they are highly prone to be struck at, because 1) they are in the way, and 2) if they get cut off the flank of your torso is exposed. I don’t include the forearm in this because very often your weapon is at an odd/deflecting angle to the forearms, thus the weapon it’s self provides a good defense against getting cut about the forearms.
          • The legs – Your legs are the next biggest and most exposed zone of your body. This zone is going to be struck at because if your opponent can cut your legs off your effectively out of the fight.
        • The five additional armor components -
          • Helmet (head) – An area to concerned about for sure, but not everyone wears a helmet. The head can be fairly well protected by parries and dodging. My thought here is to give helmets a critical hit protection bonus and maybe some other type bonus but I’m not sure what that would be at this point. Possibly a small amount of armor bonus here, especially in the mail/plate levels.
          • Pauldrons (shoulders) – Pauldrons where designed to provide a deflection against strikes made against the upper part of the torso and to make it harder to get at the neck. For the pauldrons, I’m inclined to give them a noticeable bonus to armor and critical hit protection.
          • Gloves/Gauntlets (hands) – While you surely don’t whant to get your fingers cut off in a fight, the chance of that happening is pretty slim. So I don’t think that gloves/gauntlets should have any (or at least very little at the mail/plate level) impact on the total armor bonus; instead I’m inclined to giving them a disarm resistance bonus.
          • Belt (waist) – I’m not talking about the belt which holds up your trousers here; think, heavy weight title belt. Inevitably there is gap between the top of your leg armor and the bottom of your torso armor. While this gap is small, it’s still a gap and any good warrior can tell you that gaps in the armor are not a good thing. Here again I’m leaning on giving the belt a small armor bonus and big bonus against critical hits.
          • Boots (feet) – Pretty much the same as gloves, you don’t want to get your foot or toes hacked off, but again they are a hard target so boots mostly prevent accidental foot injury. Perhaps up into the mail/plate levels they might have small armor bonus, but I’m thinking that mostly they help you keep your footing.
  • Item Enchantment/Enhancement restructuring (still in the works)
    • Basically weapon and armor enchantment/enhancements give you cool new options or build upon your existing abilities.
    • To hit bonuses are being severely reduced, to +2 or +3 max vs. the old +5 max.
What about other magic items? A couple of other items are also undergoing changes for this new system/experiment.
  • Wands: Have received a major overhaul.
    • Wands now expand upon a character’s options. Expanding a characters utility repertoire or attack options, they no longer simply act as pocket sized expanded spell books. Their are two types of wands which fulfill these new roles.
      • Battle Wands: These are used as a ranged attack weapon which emulate some spell effect in the form of an energy type damage. A battle wand’s power category determines how much damage the wand deals on a hit.
      • Utility Wands: These are used to replicate spells which typically perform a function (knock, mend, fabricate) or bestow an enhancement or hindrance (resistance, bear’s endurance, web, slow). A utility wand’s power category determines the maximum spell level the wand may contain
  • Staffs: These powerful instruments of magic are not just massive spell storage devises. Staffs are being reworked to be portable mystic batteries and capacitors, as well as useful melee weapons. They may still store spells, but that is not their primary function.

Main Page, Combat Basics

Equipment

Paths of Destiny Mesinock