
It's a lot less impressive than it sounds. That, my publications and editing bibliography, and $1.89 will get me a double-espresso at Starschmucks.
Sure, PnP does!paazin wrote:So... no one agrees that dwarves should be able to run around at any encumbrance level?
and +1 to this:Veilan wrote:
What I always like are choices, tactical decisions that matter. Fighter-types often carry around a selection of arms to use the appropriate one for the situation, why not add an element of tactics with armour as well? It's just a little boring that currently it's a no brainer - the vast majority of paladins, clerics, fighters et al. have dexterity 12 and carry a full plate, no matter what.
Funnily enough, my own character usually is encumbered when I swap to a full plate without dumping other armour in storage first, and I've actually been in a couple of fights where I preferred it anyway despite not being able to run.
We should probably try to see it as a tactical enrichment, not "omigod my already relatively far more powerful armour choice gets a little less universally superior". We already grant a fair bump in wealth allowance to take into account that characters in ALFA usually not get the one "killer" gear setup perfect for their class in every situation, so I think philosophically, BB's proposal would follow nicely in that line of thought.
I personally would appreciate it if armour choices became a little more tactical and meaningful. Cookie cutter is cool power-wise, but if there's no drawback whatsoever it's just boring. Heavy armour users probably could make a lot of roleplay use out of it, probably being the ones with the tactical expertise to make the calls and offer advise.
This proposal likely won't garner a majority of popular support since ALFA favours heavy armour users so... heavily, but it's still very intriguing and interesting - admittedly, I myself have to look past my character's own interest to see that it might be a systematic enrichment.
0.02€,
+1 in fact to anything that balances out the reality that nwn1 and nwn2 so heavily favors heavy armor wearers that it's beyond ridiculous. There's virtually none of the drawbacks to wearing heavy armor in nwn (even though alfa adds one minor one, resting in armor, and even that's watered down) that exist in pnp, and not only that, there are some glaring disadvantages to wearing light/no armor in nwn that do NOT exist in pnp (the most obvious one being stupidly considered flat footed in situations where you'd never be flatfooted in pnp)hollyfant wrote:I love it.Regalis wrote:As an aside, it should be possible to add a custom interface... or maybe use PC Tools buttons, to allow PCs to modify their base movement rate, as would be legal.
I also like the idea of disallowing running in heavy armour (or in full plate anyway - nobody ever uses splint or half-plate). It's a severe penalty, but let's not forget that the plate armours in NWN get a massive advantage over those in PnP: you don't need help to put them on.
Oh, yeah, wouldn't that be awesome. While everyone continues to be ordering their mithril chain at level 3 and 4, the plate wears can just wallow without their signature armor for even longer than they do now. You don't think 1600 is enough in a world that is as stingy as ours?Conversely, say doubling the price and lifting the AC of half-plate to par with the full plate might see that otherwise useless piece actually used by low-dexers, too
Swift wrote:Seriously, we havnt had this for 10 years, there are so many better things we could spend our limited tech teams time on.
Curmudgeon in IRC wrote:(2:29:40 PM) Curmudgeon: The community wants 24/7 DM coverage, free xp, and a suit of mithral plate mail in every pchest.
Not withstanding your last paragraph, I'd say this was sort of the point that some people were making. It adds more tactics to the game. If you go running out in front of the walking wall-of-metal you're going to get blasted, end of story.What this will do will increase the survivability of fighters. Why? Because while everyone else has gotten ahead and is getting beaten to death by mods, the parties fighter/paladin will still be lumbering slowly along trying to get to the fight. I am sure players that die in such a way wont be so supportive of a change like this once.
Redundant post is redundant.Swift wrote:God, people are still harping on about this?
What net benefit does the work required to make this change bring to ALFA? Very, very little.
We have played ALFA for nearly 10 years without this and I submit that not having movement speeds for different armors has not had the slighest detrimental effect to anyones immersion in that time.
Oh, yeah, wouldn't that be awesome. While everyone continues to be ordering their mithril chain at level 3 and 4, the plate wears can just wallow without their signature armor for even longer than they do now. You don't think 1600 is enough in a world that is as stingy as ours?Conversely, say doubling the price and lifting the AC of half-plate to par with the full plate might see that otherwise useless piece actually used by low-dexers, too
What this will do will increase the survivability of fighters. Why? Because while everyone else has gotten ahead and is getting beaten to death by mods, the parties fighter/paladin will still be lumbering slowly along trying to get to the fight. I am sure players that die in such a way wont be so supportive of a change like this once.
Seriously, we havnt had this for 10 years, there are so many better things we could spend our limited tech teams time on.
danielmn wrote:Well...I'm glad your setting aside all of that work...
Cause that is a mountain of work.
A. Figure out how to transpose a negative or positive movement onto armour.
B. Going through EVERY set of armour in the pallete to place the property.
C. Figuring out the Str16 solution and how to place.
D. Placing solution on all armours in pallete.
E. Testing to make sure these changes take within the shops themselves, or if the shops will also need to be edited.
F. Testing to see if speed works in conjunction with Class Abilities related to movement- Barbarian, Druid (movement through underbrush), Monk, Rangers (movement through underbrush).
G. Tooling a completely seperate set of dwarven only armour, as is mentioned in the PHB on page 14 - "Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armour or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
H. In order for this "improvement" to be fair....halfling, gnome and dwarf base speed should be reduced to a level lower than the rest of the races that travel 30 ft. normally.
I. In order for this "improvement" to be fair, dwarves should be able to walk base 20ft no matter the load, and such needs to be scripted...right now they become slower under medium and heavy loads.
J. Going through all creature blueprints, correcting the speeds of those that are at default.
K. Going through all creature blueprints, making sure the armours the creatures are wearing aren't default, but custom, to ensure that the monsters that do wear armour are also getting the speed reduction.
That would, I believe, get the landspeeds up to canon. Now, as to it being worthwhile, as with any project, I'd have to say you can't discount/dismiss the amount of work that would go into such a project vrs. the benefits reeped from the work. It's one thing to say...We should go to the moon...it is completely something else getting there.
Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raiseSwift wrote: Permadeath is only permadeath when the PCs wallet is empty.