Re: [BPL11] ITEM_WEAR

From: Marc Gale (MARC@BGC.AC.UK)
Date: 08/20/98


> This isn't a problem, it does it on purpose.  I beleive the thought behind
> it had something to dowith the torso having more hitpoints 'in it' than
> the arms.
>

I think the reason is far simpler.  In old D&D and AD&D games, the
armour class ranged from 10 to -10.  Also, when you wore armour, you
wore an entire suit in one go.  You couldn't wear anything else
non-magical (apart from a shield) to assist your armour class.

The 100 to -100 system simply stretches the armour class out to give
more detail.  This detail allows for multi-part armour to be built.
With the multi-part armour however, an entire suit had to be balanced
to create a proper armour class.

Thus the following table was created;

head x2
body x3
legs x2
arms x1
hands x1
feet x1

(shield x1)

This little lot adds up to x10 (11 with shield).  Now, if you give an
style of armour an ac-apply and assign that to a full suit, you get
the ac-apply x10, which translates directly to the old D&D AC.

Simple really.

Now some might start stating that ac-apply can be placed on items not
worn in these locations, such as rings, cloaks, etc.  This is true,
but is a sign of a badly designed world.

Ac-apply is the physical resistance to damage that an object conveys
to the wearer.  It stops the attack touching your body.

For a ring or medallion to grant ac-apply, they would have to be
huge.

This is why we have ARMOR affections.  This is a magical boost to
your armour class that can be placed on any object you want.

So to sum up, ac-apply is the physical resistance to attack that
should only be placed on proper armoured locations, and armor can be
used on whatever you want.

I hope this is of interest to at least one person here

Marc


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