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Post by calithena on Jun 3, 2009 21:51:13 GMT -6
I guess I just don't care that much about this any more.
Help me mend my ways!
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palmer
Level 3 Conjurer
Foolish Rules Lawyer! Your disingenuous dissembling means nothing to Doom!
Posts: 81
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Post by palmer on Jun 3, 2009 22:53:49 GMT -6
I've read so many pro and con view points on the armored wizard, I don't really know anymore. I just don't have them in my Greyhawk for practical reasons that are more to do with the setting simulation than with rules or character power balance. A magic-user just dosen't have the time to learn to wear and use armor along with all his other studies. Direct face to face combat is not what he does. Wearing armor while engaging in wizardry would be like an archaeologist wearing armor while on a dig, or a brain surgeon clanking around in the operating room. Armor is not an accoutrement of wizardry.
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Post by geoffrey on Jun 3, 2009 23:08:54 GMT -6
The sorcerer character class in Supplement V: CARCOSA is to a large extent modelled on Elric. Sorcerers can wear armor, are just as good at fighting as are fighting-men, and can perform sorcerous rituals. So I prefer them in armor!
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Deleted
Deleted Member
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Post by Deleted on Jun 4, 2009 1:00:50 GMT -6
I'm not sure I care that much anymore either.
On the other hand, I do feel there's some kind of consistency to keeping wizards relatively unarmored. Part of it's the visual effect. My image of wizards, by and large, is governed by the robe, the pointy hat and the staff on which they lean. Merlin, Gandalf, etc. Kind of just feels right.
But I think there's something to Palmer's point, too. Spending all your time studying wizardry leaves precious little time for drilling with the sword and getting used to running around with a breast plate, etc. This has to do with the internals of a given game, though. How much realism does one want or need? I happen to like a lot, though I think it can sometimes gum up the narrative flow too much. And what kind of realism? I can easily see my way to wizards (or sorcerors or whatever) with high-level combat skills. Hell, Gandalf's pretty handy with Glamdring - why not throw a few bucklers in for good measure?
Back in the day, a wizard with d4 hit points, no armor, only a dagger for protection and one spell . . . he was just asking to get his lunch money stolen. I always felt they needed a little beefing up somehow.
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Post by theophage on Jun 4, 2009 1:30:04 GMT -6
Strangely enough, I think all classes should be discouraged from using armor.
Armor simply wasn't worn day to day (AFAIK), it was a soldier's thing and worn when combat was anticipated. It's hot, restrictive, heavy, and (it can't be emphasized enough) expensive! I think there should be some penalties associated with the wearing of chain and heavier armor, though perhaps mitigated somewhat (or completely) for the fighting men to represent training.
I personally think there should be more fighters that just have a helm, breastplate and shield, rather than a bunch of fully suited knights running around. Or even those with a leather harness, a loin cloth, and a mighty two handed axe.
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Post by waysoftheearth on Jun 4, 2009 1:54:00 GMT -6
It's hot, restrictive, heavy, and (it can't be emphasized enough) expensive! Theophage has a very good point. It has always irked me that armour, especially plate, is amazingly cheap in D&D. I know it's meant to be a fantasy about dungeoneering rather than economics, but I'm still stuck on the idea of challenging the fighting-men to earn their first suit of quality armour rather than just buying it at "Nevil's Corner Shoppe -- Offering a free suit of Full Plate with every Helm purchased" on day one. But back to the OP -- financial concerns could also be a good reason for magic-users to avoid armour. Given a handful of coins, is an intrepid wizard more likely to invest in a spell book, potions, scrolls and wands, or an expensive suit of armour? If our wizard can somehow afford all of the above, then maybe everything is just way too cheap?
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Post by coffee on Jun 4, 2009 1:58:38 GMT -6
One reason armor was so cheap was that knights in their castles would challenge strangers (i.e. the party) to a joust. The loser forfeited his steed and his armor!
It's all there in v.3.
And obviously, the price point of plate was revised in AD&D -- if the prices in OD&D don't sit righg\t with you, simply change them!
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Post by Zulgyan on Jun 4, 2009 7:11:02 GMT -6
I like how in D&D playing each class feels so different. When I play a wizard, it's a totally different experience than when I play the fighter. It's the almost exact opposite. Playing each is like playing a totally different game.
That's what's important from my perspective - I don't care about balance, realism, literary faithfulness, etc. etc.
But THE FIRST RULE OF GAMING - have it your own way!
In other settings and games, I'm totally fine with spellcasters using armor, because they FIT does games or settings.
In Carcosa, sorcerers in armor make PERFECT SENSE, and that's very cool about them.
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Post by Finarvyn on Jun 4, 2009 7:53:15 GMT -6
I think that it really is a matter of game balance. If wizards can use armor and swords and everything else, why wouldn't everyone want to be one? I think that some of the "magic can't work around all that metal" type explanations were clearly an attempt to use logic to defend what was an issue in game balance.
In literature, there is usually a single protagonist or a small band of protagoni (?) and the author makes up the rules as he goes. No attempt at balance is made and the story progresses as the author desires. Some RPGs are like that and some gamers play that way, but most seem to prefer some sort of guildlines that don't change from scene to scene at the author's whim. And if you do that usually some form of balance is desired so that no single character can do everything by himself but instead relies on the overall skills of the party.
One of the things about 2E AD&D I didn't like was when the rules involved "character points" where wizards could give up magic schools to gain cleric-style healing. I'm not a big fan of skill systems becasue then fighters tend to grab thief-like skills. Characters tend to blend together as jack-of-all-trade types instead of distinct classes.
That's why my wizards don't wear armor or use swords.
Your campaign may vary, of course. :-)
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sham
Level 6 Magician
Posts: 385
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Post by sham on Jun 4, 2009 8:05:10 GMT -6
It's just one of those gameisms that's ingrained in me now. Like Thieves not being able to use shields or Clerics unable to use edged weapons.
I think the weapon restrictions are more problematic than the armor ones. I can understand why certain classes are unable to properly perform their skills while wearing armor, but why exactly can't a Magic User wield a Spear?
In my games, if a player really wants to do so, he can break these arrmor and weapon rules, but the character is then considered 1st level, cannot perform class skills, and gains 0 experience for the duration.
Theophage makes a good point, but I don't even envision characters looking like a decked-out knight anymore. Armor in my games is simply a tunic/breastplate, and an armor kit (helm, bracers, greaves). And as Will points out, just change the equipment costs if plate pricing bothers you. I price plate out of the reach of beginning characters, and chain is expensive enough that it really limits your starting gear.
Otherwise, at least in OD&D, everyone, aside from the MU, is wearing plate. I enjoy getting some mileage out of leather and chain.
If class balance is not a concern, then it comes down to flavor or nostalgia or in my case, a mental block. If you've moved beyond those concerns, go for it! Then everyone will be running around in plate.
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Post by calithena on Jun 4, 2009 8:30:25 GMT -6
I appreciate the balance argument, but I don't think D&D actually uses this balance very well. At low level, when mages are weak and their spells don't do very much, they also get crappy armor class and are easy to kill. At higher levels, they tend to have bracers, rings of protection, defensive spells, etc. etc. so their AC is only a couple points behind the fy-tors anyway. (The reduced hit points work somewhat better in this regard IMO. I suppose you can still make an 'every little bit counts' argument though.)
Well, there are lots of ways to skin a cat. Just mulling over what to do in My World...
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Post by Falconer on Jun 4, 2009 8:34:41 GMT -6
Wizards wear pointy hats and carry wands! Any player who doesn’t get that isn’t getting in the spirit of the thing. Clerics carry a mace in one hand and a cross in the other. Hobbits are shoeless. Dwarves wear beards and wield mattocks or hammers. Knights wear helmets. Elves are magical AND martial (their mail is magical elfin mail by definition). Ah, beautiful, beautiful archetypes!
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Post by Falconer on Jun 4, 2009 8:47:19 GMT -6
I appreciate the balance argument, but I don't think D&D actually uses this balance very well. At low level, when mages are weak and their spells don't do very much, they also get crappy armor class and are easy to kill. At higher levels, they tend to have bracers, rings of protection, defensive spells, etc. etc. so their AC is only a couple points behind the fy-tors anyway. (The reduced hit points work somewhat better in this regard IMO. I suppose you can still make an 'every little bit counts' argument though.) A couple of thoughts on this. First of all, in OD&D the classes start similar and grow apart. So at Level 1, all three classes have almost identical hit points (Fighting Man gets +1), and the same To-Hit column. The Magic-User has horrible armor class, but hopefully the others can’t afford the greatest armor, either. The Magic-User does have one spell. Probably the biggest difference will be in what magic items they can use, when they find them. My second thought is that there IS game balance in the fact that the Magic-User is extremely mortal at lower levels and extremely powerful at higher levels. (This accurately reflects the literature, too.) So the player has a choice when creating a character. Start out especially strong/useful and later plateau (Elf, Dwarf, Hobbit), steady start and finish (Fighting Man, Cleric), or start out weak and finish strong (Magic-User).
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Post by trollman on Jun 4, 2009 9:19:04 GMT -6
I'd be much more inclined to allow wizards the use of most weapons than the use of armor.
Others have come up with the idea of class-based weapon damage - that you can wield any weapon you want to, but casters do d4, thieves & clerics do a d6, and fighters do d8 regardless of the weapon used.
Since I've been reading a lot of Conan books & looking at Frazetta art, why not reduce the usefulness of armor altogether? Perhaps have a class-based modifier to AC. Everyone can wear any armor they have access to, but much of the difference in AC will come from the basic fighting skill of your class rather than your armor. So a naked fighter could have better AC than a wizard in chain mail, for example.
Another possibility is to allow different classes to get differing amounts of effectiveness from their armor, based upon their training with armor types. A thief would get the full AC bonus from using leather, but only half of the AC from chain, etc.
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Post by calithena on Jun 4, 2009 9:40:07 GMT -6
Good point, Falconer. A different kind of balance, but it does deserve the name.
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Post by aldarron on Jun 4, 2009 11:33:30 GMT -6
I personally think there should be more fighters that just have a helm, breastplate and shield, rather than a bunch of fully suited knights running around. Or even those with a leather harness, a loin cloth, and a mighty two handed axe. I tend to think that the strengths and differences of some armor types are a bit exaggerated in D&D. I have made some houserule adjustments basically reducing the the benefits of body armor by a couple points while increasing the bonus you get from shields and helmets. Pretty much works out as the same AC but reduces knights in shining armor syndrome. Also gives a better reason for wizards to go armorless since a shield would interfere with spellcasting in many cases. But I tend to go with the no armor restriction just cause its there. I don't really care either. However I will say that the argument that a wizard "wouldn't know how to properly wear armor" always makes me raise an eyebrow. Most kinds of armor any idiot could figure out how to put on and once it's on, he is well.. wearing it and so must recieve a protective benefit. Chainmail is no more difficult to put on than a shirt - it is a shirt! I can see the inexperienced character suffereing a dexterity penalty or some such thing for a week or two but to suggest any kind of adventuring character is physically unable or mentally too unintelligent to wear armor is a bit of a stretch.
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Post by chronoplasm on Jun 4, 2009 14:03:15 GMT -6
Maybe iron impedes spellcasting? Perhaps it acts as an arcane insulator that impedes the flow of mana? To work at its maximum potential, magic requires organic material as a conductor. That's what the robes and the wooden staffs are for.
I think the Discworld books by Terry Pratchet explained something similar to this.
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palmer
Level 3 Conjurer
Foolish Rules Lawyer! Your disingenuous dissembling means nothing to Doom!
Posts: 81
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Post by palmer on Jun 4, 2009 19:50:13 GMT -6
Some good thoughts in this thread. It looks like the setting and theme, or feel, of the game world is as important, or more so, to the question of whether or not a magic-user gets to wear armor, than is rules or character class balance. I can dig it. My own Greyhawk is very much fantastic medieval european in theme. No armored wizards for me. Not so for Geoffrey's Carcosa, it works just fine there. Or you could consider Barsoom, Nobody wears armor there anyway.
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Post by blackbarn on Jun 8, 2009 8:43:06 GMT -6
Since I've been reading a lot of Conan books & looking at Frazetta art, why not reduce the usefulness of armor altogether? Perhaps have a class-based modifier to AC. Everyone can wear any armor they have access to, but much of the difference in AC will come from the basic fighting skill of your class rather than your armor. So a naked fighter could have better AC than a wizard in chain mail, for example. Another possibility is to allow different classes to get differing amounts of effectiveness from their armor, based upon their training with armor types. A thief would get the full AC bonus from using leather, but only half of the AC from chain, etc. I've mentioned an idea before (but I don't think it's too popular) to give classes a base "AC" equal to whatever the best armor allowed to them would be... the catch is, they need not wear armor. They would get the effective AC based on class alone. The way it would work is, if our Conan type fighter decided to wear armor, then every "miss" against him in combat would be described by the DM as the blow glancing off his mail, helm, or whatever. If he was down on his luck and currently wore no armor, as Conan often was, then the "miss" against him would be attributed to his panther-like reflexes and keen barbarian senses. Likewise, HP loss (since we can all agree HP are an abstraction) could represent fatigue or light wounds to the unarmored character, or dented armor and bruises from the impact to the character in mail. In my opinion, this method would keep it "fair" - the classes and their traditional differing ACs would be preserved - while also adding some of the flair of the Conan-style S&S adventures many of us want to use for our games. The major pitfall I see is magic armor, since nobody would want to forgo it and go unarmored if it was available. But maybe that's not a problem after all... depends on the campaign style. I can't see Conan running around in magical armor, but it would be up to the DM whether or not such things were commonly found in his game. Magical bracers and the like could probably replace armor if the DM preferred the Frazetta-style look for characters. Does anyone see problems with this method from a game balance standpoint that I don't?
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Post by castiglione on Jun 8, 2009 9:11:22 GMT -6
RE: Wizard's in armor - how about this...depending on the armor they wear, the "effective level" of the wizard is lowered due to the interference of the armor. I.e. plate lowers their effective level by 5 (or whatever) so a 6th level wizard functions as a 1st level wizard, etc.
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Post by supernaught on Jun 8, 2009 9:20:21 GMT -6
Arduin allows magic-users to wear leather armor. I always thought this was a nice middle ground but I have never applied it in a D&D game. Also, at 5th level, Arduinian wizards can wield magic swords.
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Post by James Maliszewski on Jun 8, 2009 9:39:24 GMT -6
My current feeling on the matter is twofold:
1. Heavy armor makes it difficult to cast certain types of spells, because of the need to make specific arcane gestures.
2. Magic-users simply aren't trained in the use of heavy armor and so, even if they donned it, wouldn't get the same benefit from it that a fighter would.
I'd probably allow an MU who wished to be trained in the proper use of heavy armor to do so and to gain full benefit from it after having completed his training. However, he'd still have to doff it to cast most spells, unless he's prepared to suffer the possible consequences of hand/body motions that were impeded because of the weight of his plate mail.
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Post by Finarvyn on Jun 8, 2009 10:17:47 GMT -6
I've mentioned an idea before (but I don't think it's too popular) to give classes a base "AC" equal to whatever the best armor allowed to them would be... the catch is, they need not wear armor. They would get the effective AC based on class alone. This is actually a pretty clever idea, although I'm not sure I would want to do it this way in my game. After all, the "all d6 damage" philosophy of the original 3 brown books is set up with a similar type of style in mind. I've seen several posts where folks suggest weapon damage as a function of class (maybe fighters do d6+1 for example, just because they are fighters) so why not have AC be class based as well. I would be more inclined to tweak it a little, for example saying that there is a certain base AC which is class based and then some minimal effect for armor added on top of that base AC. This makes a fighter in platemail more powerful than a fighter in leather armor. For example, a fighter in platemail and shield is AC 2. What if the "base AC by class" was something like this: Magic-user = base AC 9 Thief = base AC 8 Cleric = base AC 7 Fighter = base AC 6 Then modify like this: Leather or shield = 1 AC better Leather+Shield or Chain = 2 AC better Chain+Shield or Plate = 3 AC better Plate+Shield = 4 AC better So a magic-user with Plate+Shield would only be AC 5 while a fighter with Plate+Shield would be AC 2. Just a thought. Feel free to EXALT me for it. ;D
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Post by snorri on Jun 8, 2009 10:37:43 GMT -6
Just a thought. Feel free to EXALT me for it. ;D Spike, I think it's time to reset the 'smite' option
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Post by Grognard on Jun 8, 2009 12:51:37 GMT -6
Isn't a magic-user in armor a fighter/magic-user?
I handle this a lot differently than anything mentioned so far. I allow humans to multiclass and add +1 to any single stat, and think this pretty much balances humans against demi-humans.
Thus, a human M-U that wants to wear armor need simply multiclass, since I treat all F/Ms as though they are elves (who are allowed to cast spells while in armor).
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Post by blackbarn on Jun 8, 2009 13:17:37 GMT -6
I would be more inclined to tweak it a little, for example saying that there is a certain base AC which is class based and then some minimal effect for armor added on top of that base AC. This makes a fighter in platemail more powerful than a fighter in leather armor. For example, a fighter in platemail and shield is AC 2. What if the "base AC by class" was something like this: Magic-user = base AC 9 Thief = base AC 8 Cleric = base AC 7 Fighter = base AC 6 Then modify like this: Leather or shield = 1 AC better Leather+Shield or Chain = 2 AC better Chain+Shield or Plate = 3 AC better Plate+Shield = 4 AC better So a magic-user with Plate+Shield would only be AC 5 while a fighter with Plate+Shield would be AC 2. Just a thought. Feel free to EXALT me for it. ;D Thanks for posting your thoughts. That's certainly a way to combine the class-based AC idea with the existing armor types rules, but it still means the guy without heavy armor is at a disadvantage. Makes sense, in a realistic way, not necessarily a Swords & Sorcery literature way. I guess it depends what you're going for in your game. And, yeah... I know Conan wore armor when he could get it, but he never seemed more prone to being hit or injured without it - almost the opposite (he usually only got serious blows when armor was there to stop it). He also had a suit of mail oiled so well that he made no sound while creeping through the woods in it, which I always thought was interesting to consider for those who think armor should reduce mobility, dexterity and so on. Probably not worth implementing the class-based AC in a D&D game, since people become very used to all the traditional elements that make it D&D, but I still think it would be a cool concept for some kind of S&S-based game, or perhaps a very simplified D&D - maybe with the class-based damage as well.
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Post by aldarron on Jun 8, 2009 13:20:04 GMT -6
Maybe iron impedes spellcasting? Perhaps it acts as an arcane insulator that impedes the flow of mana? To work at its maximum potential, magic requires organic material as a conductor. That's what the robes and the wooden staffs are for. I think the Discworld books by Terry Pratchet explained something similar to this. Never read Pratchet but Tim Powers "Stranger Tides" posits the idea of a strong link between iron and magic and that cold iron acts as an inhibitor. While I have incorporated Powers iron inhibits magic rule in my campaign most standard D&D worlds aren't designed that way and clearly don't consider the consequences. In any case the D&D rule predates the books.
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Post by trollman on Jun 8, 2009 18:17:31 GMT -6
Just a thought. Feel free to EXALT me for it. ;D That is a great idea, I wish I had thought of it first. Oh wait... Does anyone see problems with this method from a game balance standpoint that I don't? The problem is, it would make nonmagical armor obsolete. An unarmored fighter would have the same AC, but could jump farther, be sneakier, run faster, and carry more loot than a fighter in armor. I think armor should provide at least some advantage. Another option in addition to the one I mentioned earlier is to have armor provide damage absorption rather than a modest effect to AC. In either of these options, there would be a reason to where armor, and a reason to wear lighter/no armor. It would provide a little more strategy, bring some diversity to all of the classes, and help magic-users a little bit in the survivability department.
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Post by calithena on Jun 8, 2009 19:32:54 GMT -6
This doesn't work in low attribute bonus games, but if you're playing later AD&D, hackmaster, 3e, etc., you can have unarmored characters add their charisma bonus to AC. So if you're hot you can fight in the buff effectively and be that Frazetta idol, but if you look more like the rest of us you'd better keep that chain shirt buttoned.
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Post by waysoftheearth on Jun 8, 2009 19:56:48 GMT -6
The problem is, it would make nonmagical armor obsolete. An unarmored fighter would have the same AC, but could jump farther, be sneakier, run faster, and carry more loot than a fighter in armor. I think armor should provide at least some advantage. This idea reminds me of a similar discussion in another recent thread... or was it earlier in this one? Anyhow, rather than just give your unarmoured fighter AC6 right off the bat, you could have his AC bonus develop as he gains experience. You could subtract 1 point from the fighter's (descending) AC to begin with to account for his "combat expertise", and then subtract an extra point for each 3 levels attained. If you felt so inclined, you could do similarly for the other classes, probably at a slower rate. 1 point per 4 levels for clerics, 1 point per 5 levels for thieves, and 1 point per 6 levels for magic-users, or something similar. Perhaps these extras need to "top out" somewhere so that naked 36th level fighter's are not AC -12 ;D Just throwing ideas out there...
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