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Wish list / Re: Armor & Magic
« on: January 01, 2012, 05:17:17 am »
Lots of games and settings have made justifications for why magic users can't use armor, but they usually don't stand up to intense scrutiny. E.g. if metal negates magic then why don't enemies wearing armour get spell resistance? Or if you are unable to make finite gestures in heavy armor doesn't that preclude swordplay and archery also? I always loved how Gandalf wielded a sword, though the archtype thereafter lost any martial ability. I think he could have worn armor if he wanted, but must have had his reasons.
Just an interesting tidbit, there's an article[1] that says the biggest drawback of heavy armor is fatigue. This gels with my own experience wearing plate for re-enactment. It's not a question of whether someone can run around and do crazy stuff wearing full plate - they absolutely can. Armor when worn correctly is comfortable and manoeuvrable (I have climbed a tree in it). The drawback is it quickly becomes hot, tiring and if you are wearing a helmet you lose visibility.
Each character should have to decide through cost benefit analysis if it is worth it. A warrior magic user might, but a roguish mage probably wouldn't. The trick is to reflect that in game mechanics and set limits so that focusing on one grants more mastery than focusing on both. It's not a 50/50 thing though, which means you suck at both, but more of a 70/70 thing. You can gain proficiency fairly quickly, but after the low hanging fruit it is mastered you get diminishing returns. That should go for all skills.
[1] http://www.bbc.co.uk/news/science-environment-14204717
Just an interesting tidbit, there's an article[1] that says the biggest drawback of heavy armor is fatigue. This gels with my own experience wearing plate for re-enactment. It's not a question of whether someone can run around and do crazy stuff wearing full plate - they absolutely can. Armor when worn correctly is comfortable and manoeuvrable (I have climbed a tree in it). The drawback is it quickly becomes hot, tiring and if you are wearing a helmet you lose visibility.
Each character should have to decide through cost benefit analysis if it is worth it. A warrior magic user might, but a roguish mage probably wouldn't. The trick is to reflect that in game mechanics and set limits so that focusing on one grants more mastery than focusing on both. It's not a 50/50 thing though, which means you suck at both, but more of a 70/70 thing. You can gain proficiency fairly quickly, but after the low hanging fruit it is mastered you get diminishing returns. That should go for all skills.
[1] http://www.bbc.co.uk/news/science-environment-14204717