2.6.9.2 Defining Armor and ShieldsDefining armor is essentially the same as defining other types of
objects. The primary difference is that entering `armor' or `shield' as
a class causes the ==================================== >> What class is Splint Mail? >> [Enter a class, or .h for help, or .q to quit] >> What is the armor class value for Splint Mail? >> [Enter a number, or .h for help, or .q to quit] >> Class entered. Do you want to enter another class? (y/n) ==================================== Enter `armor' or `shield', as appropriate, for `class', plus any applicable informational classes. The class value for armor and shields should almost always be `1'. ==================================== >> What types of damage is this armor effective against? >> Enter damage type, .h for help, or .q to quit] >> Set. Armor is effective against conventional damage. >> Do you want to enter additional types of damage? (y/n) ==================================== For all normal weapons, enter `conventional' here (or some leading part of the word). As discussed in earlier pages, you can define weapons that do different types of damage... use this prompt to create armor and shields that are effective against nonconventional damage. ==================================== >> Does this armor make the wearer harder to hit? (y/n) >> Does this armor reduce damage when the user is hit? (y/n) ==================================== The armor system is quite flexible... you can define armor that makes the wearer harder to hit, or reduces damage when the wear is hit, or both. As discussed below, there is also considerable flexibility when defining the drawbacks of a particular piece of armor. The standard armor and shields do not make you harder to hit: they simply reduce damage when you are hit, but you have the option of redefining armor, or making new types, that reduce chances to hit. Answering `yes' to either of these prompts will bring up a prompt that allows you to specify the amount by which to-hit rolls are modified or damage rolls are reduced. ==================================== >> Does this armor reduce the user's Dexterity in combat? (y/n) >> Does wearing this armor accelerate fatigue? (y/n) >> Does wearing this armor slow the wearer's actions? (y/n) ==================================== You can define the drawbacks of a particular shield or piece of armor
as either a These penalties are only applied in combat events, and are only
invoked if the armor has been donned with the The remaining prompts for armor and shield definitions power sources, requirements and costs to make or repair the object, descriptions and prices are the same as for weapons and other objects. |