prev | toc | next Defining Armor and Shields

Defining armor is essentially the same as defining other types of objects. The primary difference is that entering `armor' or `shield' as a class causes the +define command to issue additional, armor-specific prompts, discussed below, and causes the combat system to treat the object as armor.

>>  What class is Splint Mail?
>> [Enter a class, or .h for help, or .q to quit]
>>  What is the armor class value for Splint Mail?
>> [Enter a number, or .h for help, or .q to quit]
>>  Class entered. Do you want to enter another class? (y/n)

Enter `armor' or `shield', as appropriate, for `class', plus any applicable informational classes. The class value for armor and shields should almost always be `1'.

>>  What types of damage is this armor effective against?
>>  Enter damage type, .h for help, or .q to quit]
>>  Set. Armor is effective against conventional damage.
>>  Do you want to enter additional types of damage? (y/n)

For all normal weapons, enter `conventional' here (or some leading part of the word). As discussed in earlier pages, you can define weapons that do different types of damage... use this prompt to create armor and shields that are effective against nonconventional damage.

>>  Does this armor make the wearer harder to hit? (y/n)
>>  Does this armor reduce damage when the user is hit? (y/n)

The armor system is quite flexible... you can define armor that makes the wearer harder to hit, or reduces damage when the wear is hit, or both. As discussed below, there is also considerable flexibility when defining the drawbacks of a particular piece of armor.

The standard armor and shields do not make you harder to hit: they simply reduce damage when you are hit, but you have the option of redefining armor, or making new types, that reduce chances to hit.

Answering `yes' to either of these prompts will bring up a prompt that allows you to specify the amount by which to-hit rolls are modified or damage rolls are reduced.

>>  Does this armor reduce the user's Dexterity in combat? (y/n)
>>  Does wearing this armor accelerate fatigue? (y/n)
>>  Does wearing this armor slow the wearer's actions? (y/n)

You can define the drawbacks of a particular shield or piece of armor as either a DEX penalty, accelerated fatigue, or slowed Actions, or a combination of these. The DEX penalty is a negative modifier applied to the character in combat. Fatigue acceleration is a positive modifier, added to the amount of fatigue a character uses when performing a combat action or using an active defense. Normally, these expend 1 point of fatigue each. When wearing armor that accelarates fatigue by 2, a character would expend 3 points of fatigue for each of these. The speed penalty is specified as a number of seconds that will be added to the wearer's effective turn length: if a heavy suit of armor slows the wearer by 10 seconds, and the turn length parameter is tuned to 30 seconds, and no other turn length modifiers apply to the wearer, he will act every 40 seconds. Note that a high Strength can negate or partially negate a speed penalty, as discussed in Combat Mechanics.

These penalties are only applied in combat events, and are only invoked if the armor has been donned with the +put on command.

The remaining prompts for armor and shield definitions — power sources, requirements and costs to make or repair the object, descriptions and prices — are the same as for weapons and other objects.

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