| Quandary |
1) What is the point of STR rating for Padded Armor? (but not Adventurer's Clothes) No speed reduction, no check penalty. Just wondering if I'm missing something, or maybe something was left out of rules which would make this meaningful?
2) What is effect of Broken Armor? IMHO strange no speed/check penalty, but maybe a choice for smooth gameplay? I think intention might be for auxiliary magical/mundane effects to "turn off" if those are understood as "its normal function", but I'm not sure if RAW clearly achieves that... Does "with the exception of armor" ONLY ignore the "grant bonuses" part or does it also ignore "can't be used for its normal function"?
A broken object can’t be used for its normal function, nor does it grant bonuses-with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: -1 for broken light armor, -2 for broken medium armor, or -3 for broken heavy armor.
Actually, the fact Heavy Armor includes Padded base to which Runes can be attached means not even those would be turned off, if Breaking the Heavy Armor would still leave the Padded intact, if I understand it correctly?
| FowlJ |
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That's the item level. It's used for crafting, mostly, and also determines what items are available in a settlement (though formal rules for settlements haven't come out yet) - so a real backwater hamlet might be level 0 and only have basic equipment, not heavy armour, and you can't craft full plate until you are level 2.
| Paradozen |
That's the item level. It's used for crafting, mostly, and also determines what items are available in a settlement (though formal rules for settlements haven't come out yet) - so a real backwater hamlet might be level 0 and only have basic equipment, not heavy armour, and you can't craft full plate until you are level 2.
It also gives GMs and Players a peak at what the system is designed to support for determining what treasure to place in adventures or expect across your career, and theoretically shortens the process of making high-level characters using item guidelines rather than lump sums of gold.