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Armor Proficiency?
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Rusharn
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PostPosted: Mon May 09, 2016 8:07 pm    Post subject: Reply with quote

I do play with armor damage rules. This makes custom armor expensive to keep in repair more so if it is destroyed and is a consideration the players have to keep in mind when they decide to use custom armor. Plus the time it takes to repair armor means their favorite suit may not be available for a mission.

This usually leads my players having two or three suits of armor in Star Wars. The armored jumps suits and lighter 'cloth' armors for causal walking around or when they are going to be doing things that require dex. A back up battle armor for when their main or custom armor is out of action or destroyed, and then their main armor often customized that they use for heavy action.
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Volar the Healer
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PostPosted: Mon May 16, 2016 11:15 pm    Post subject: Reply with quote

Having actually trained in armour, both medieval and modern, I would say no.

I cannot imagine a situation where I would be better using my weapons, either sword or rifle, while wearing armour than I would be without wearing armour.

I like the game penalties for wearing armour, and think they're close to real life. I would allow skills for armour mounted weapons (wrist laser, rocket, jet pack, etc) seperate from hand held weapons, but not as specialties. And I would allow bonuses for armour mounted sensors. I also allow my characters to spend character points on "armour" to remove these penalties as they slowly get used to wearing armour over a period of time, but that's about it.
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MrNexx
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PostPosted: Tue May 17, 2016 9:50 am    Post subject: Reply with quote

Volar the Healer wrote:
Having actually trained in armour, both medieval and modern, I would say no.

I cannot imagine a situation where I would be better using my weapons, either sword or rifle, while wearing armour than I would be without wearing armour.

I like the game penalties for wearing armour, and think they're close to real life. I would allow skills for armour mounted weapons (wrist laser, rocket, jet pack, etc) seperate from hand held weapons, but not as specialties. And I would allow bonuses for armour mounted sensors. I also allow my characters to spend character points on "armour" to remove these penalties as they slowly get used to wearing armour over a period of time, but that's about it.


How do you work the CPs to reduce armor penalties?
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Tinman
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PostPosted: Wed May 18, 2016 12:28 am    Post subject: Reply with quote

I just went down the master skills list and tried to imagine "in armor" as a specialization for various ones. I recommend doing this strictly for humor value. My favorites were Etiquette (in armor,) Home Economics (in armor) and Traffic Control Procedures (in armor.)

Dancing (in armor) and Swimming (in armor) are just a little too obvious.
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MrNexx
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PostPosted: Wed May 18, 2016 11:17 am    Post subject: Reply with quote

Tinman wrote:
I just went down the master skills list and tried to imagine "in armor" as a specialization for various ones. I recommend doing this strictly for humor value. My favorites were Etiquette (in armor,) Home Economics (in armor) and Traffic Control Procedures (in armor.)

Dancing (in armor) and Swimming (in armor) are just a little too obvious.


Ok, that actually had me laughing in the office.
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Volar the Healer
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PostPosted: Wed Jun 15, 2016 7:01 am    Post subject: Reply with quote

MrNexx wrote:
How do you work the CPs to reduce armor penalties?


Based upon the character's DEX (before armour penalty).

Example: If a character has 3D DEX it takes 3 CPs to reduce the DEX penalty by 1 pip. And it can only be reduced one pip per adventure and only if he actually wears his armour for that adventure.

This is an adaptation of an old rule from 1st edition, and seems realistic based upon my experience wearing armour.
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MrNexx
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PostPosted: Wed Jun 15, 2016 11:42 am    Post subject: Reply with quote

Volar the Healer wrote:
MrNexx wrote:
How do you work the CPs to reduce armor penalties?


Based upon the character's DEX (before armour penalty).

Example: If a character has 3D DEX it takes 3 CPs to reduce the DEX penalty by 1 pip. And it can only be reduced one pip per adventure and only if he actually wears his armour for that adventure.

This is an adaptation of an old rule from 1st edition, and seems realistic based upon my experience wearing armour.


So, more Dextrous people have a greater problem overcoming the penalties caused by armor?
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Volar the Healer
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PostPosted: Tue Jul 12, 2016 1:42 pm    Post subject: Reply with quote

MrNexx wrote:
So, more Dextrous people have a greater problem overcoming the penalties caused by armor?


Correct. Those who use higher levels of dexterity (as opposed to strength) spend more CPs to reach those heights. I suspect a gymnist would have much more difficulty with additional encumberance than a football player.
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garhkal
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PostPosted: Sat May 26, 2018 11:55 am    Post subject: Reply with quote

Bringing this back up, cause Whill forgot it existed...

So how do You handle pcs buying off armor dex penalties?
A) they can't do it
B) it costs XYZ # of CP per pip
C) It costs money, like as in when modifying the armor
D) something else

When they do so, does it
A) exist for that suit of armor only
B) all suits of that specific type of armor
C) other.
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Mamatried
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PostPosted: Sat May 26, 2018 4:43 pm    Post subject: Reply with quote

Wear the armor enough and viola no more penalties, or reduced ones.

It is stated that at least for stormies, they get used to the armor and thus get less penalties from it
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Wajeb Deb Kaadeb
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PostPosted: Sat May 26, 2018 5:24 pm    Post subject: Reply with quote

garhkal wrote:
Bringing this back up, cause Whill forgot it existed...

So how do You handle pcs buying off armor dex penalties?
A) they can't do it
B) it costs XYZ # of CP per pip
C) It costs money, like as in when modifying the armor
D) something else

When they do so, does it
A) exist for that suit of armor only
B) all suits of that specific type of armor
C) other.


Is it allowed by RAW?
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Naaman
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PostPosted: Sat May 26, 2018 5:47 pm    Post subject: Reply with quote

If I were to do this, it would be limited. Also, I feel that the penalty should not be to the Dexterity attribute, but rather to all skills that represent the wearer's ability to move/manouver. Therefore, the penalties would apply to dodge, running, climb/jump, and double (or more) the penalty to swimming.

The most I would likely allow is to buy off 1D of penalties. The cost would be per pip, it would increase with each pip. So it might be 5 cp for the first pip, an additional 10 cp for the second, an an additional 20 cp for the third, for a total of 35 cp, but no more than one pip per month of training/practice, etc.
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Naaman
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PostPosted: Sat May 26, 2018 5:53 pm    Post subject: Reply with quote

Oh yeah:

And the buy off would apply to all armor. A custom suit of armor could be had for additional cost, and this could further reduce the penalty by 1 or 2 pips, depending on the quality of customization.
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garhkal
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PostPosted: Sat May 26, 2018 7:50 pm    Post subject: Reply with quote

Wajeb Deb Kaadeb wrote:

Is it allowed by RAW?


Nothing i've seen in the RAW actually spells it out, but there are (as was mentioned earlier in the thread), some mentionings of storm troopers who've gotten so used to their armor they no longer HAVE a penalty with it.

Naaman wrote:
If I were to do this, it would be limited. Also, I feel that the penalty should not be to the Dexterity attribute, but rather to all skills that represent the wearer's ability to move/manouver. Therefore, the penalties would apply to dodge, running, climb/jump, and double (or more) the penalty to swimming.


The penalty applies to Both the dex attribute and all skills under the Dex..
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CRMcNeill
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PostPosted: Sat May 26, 2018 10:31 pm    Post subject: Reply with quote

I’d do something similar to Naaman, but since this option is seen exclusively (in the RAW, at least) in somewhat advanced NPCs, I’d make the initial buy-in relatively low, say 2-3 cp per point of penalty reduction, or 12-18 for a full 1D of reduction (good enough for stormtrooper armor).
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