heck, i really want a chance to play a game that allows piecemeal armor. not for the power, but for the sweet artistic appeal.
my favorite light armor combination so far has to be
padded arm piece
studded leather leg piece
ever seen the armor on the Falenian Queen's knights from suikoden 5? it looks so awesome.
if only there was a mithril equivalent for nonmetal armor.
Does your game feature any of the alternate rules from UC?
I find the wounds, armor as DR and called shots rules intriguing, but I want to know how they affect the game before I actually spring them on my players...
We are currently using the Wounds/Vigor rules and I like them. Survivability at the lower levels is increased... which I like. One of my players is running a Sorcerer and he complained during the lower levels that it was impossible for him to kill most things because he could not output sufficient damamge via spell to put a dent in most creatures.... but realistically that is always a problem.
We've encountered a few technical problems. First, a player's familiar, as written it should get half the master's hit point total... we decided on half Vigor and its own wounds after discussion... but that's not really based on any particular interpretation of the rules.
We've stumbled on what exactly happens when someone uses inflicts.
Per the UC:
If the spell or effect deals
negative energy damage to wound points directly, it deals
an amount of wound point damage equal to the number
of dice the creature would roll for that effect; if the effect
deals a number of points per caster level (such as the harm
spell), it deals a number of wound points equal to the caster
level of the spell. <end cut>
Ok Inflict light causes 1d8 +1/CL (max of 5) does that mean that inflict does 1 wound (save for half) or from a 5th lvl caster 6 wounds (save for half)...
Mostly they dont use inflict though so we're good : )
Hope I helped some
I am using the Wounds/Vigor as well. it seems to work well for the pc's, however, it makes combat last longer when applied to monsters and NPC's, so i am thinking about keeping them with just normal hp.
We are using the Armor as DR system, and I will tell you, i don't like it the way it is printed. Players score hits way to easily, and end up dealing very little to no damage at all. I pulled out and modified the old Class Defense Bonus system Unearthed Arcana and have been playing with that.
But as written, it makes the player's base attack bonus and all derivatives nearly meaningless, unless the opponent has a shield and a ton of deflection and dodge bonuses, etc.
what it does do is make the damage rolls more important than the attack roll, and the player has very little he can do about that, except get a bigger or better weapon.
and the critical saves are REALLY confusing until you get the math down.