On 3/12/06, Andrew Phillips <[EMAIL PROTECTED]> wrote: > In working out the rules on materials and the list of armors > available, I've more or less assumed that armour rating is cumulative. > This may introduce some unrealities, but I can't think of a way to fix > that without getting too complex too soon > > For example, if the character is wearing heavy leather boots (armour > 4), heavy leather gloves (armour 4) and a leather cap (cumulative > armour 4+4+3=11) and her enemy is carrying a wooden buckler (armour 6) > and wearing a un-improved leather vest (armour 5, cumulative armour > rating of 11), with equivalent weapons, they have an equal chance of > hitting and hurting one another.
The simplest solution to the problem might be to introduce a certain weight to the different armour parts and thus take armour into account that basically isn't there ... For the example above, you could have something like boots: 0.1 gloves: 0.2 helmet: 0.2 vest: 0.6 shield: 0.5 This would give something like (0.4 + 0.8 + 0.6) = 1.8 vs. (3.0 + 3.0) = 6.0. This could further be normalized by division by 1.6 (assuming that this is the cumulative weight of all existing armour parts.) It makes things a little more complicated, but it's still much easier than directing attacks against individual body parts. Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel