Post
by Michebugio » Mon Mar 31, 2014 7:18 pm
In terms of mechanics, I find most solutions to improve heavy armors quite unsatisfying. Don't get me wrong, I've read great ideas, but every mechanic added to the system just doesn't seem to fit. This because armors in TOR are made to do just one thing: improve protection rolls to avoid the WOUNDED condition. And everything else implies new mechanics to be put on top of this simple function, which IMHO shouldn't be made more complex than this.
I think that the key to "improve" armor advantages is to focus on the condition it avoids, that is to say the WOUNDED condition. Reading this topic I feel that many players and LMs are not too worried about characters getting wounded, because it doesn't mean they'll get combat penalties, and they will probaby run out of Endurance way before they get another wound, so WOUNDED is at worst an annoying condition after the combat, that essentially slows down recovery but doesn't do much else. Plus, the healer in the group will take care of it quite easily.
My advice is: get the WOUNDED condition worse, and heavy armor will become more of a choice. Some suggestions: give enemies some ways to increase the wounding TN of their attacks (example: 2 enemies "flanking" the same character get +2 to their wounding TN; big opponents can choose to lower their attack dices to increase the probability and TN of wounding blows, etc.); add some kind of "bleed" effect to WOUNDED characters, or some other nasty effect, like sepsis and the like; add other kinds of limitations to WOUNDED characters in combat (a common house rule is that wounded characters are also fatigued, but you can be more creative); etc...
Personally I'm using a home rule which mimics the Great Size of some monsters, adds to the epicness of the game and makes armors more important.
My players don't become dying when reduced to 0 Endurance. Instead, they become EXHAUSTED: a character that is EXHAUSTED has a Parry of 0, and he counts only the 6s (tengwars) when rolling dices (dice results of 1 to 5 count as 0). They have 0 Endurance and more blows don't reduce it further: instead, every successful blow is considered a Penetrating Strike that doesn't deal Endurance damage. If a player gets WOUNDED when EXHAUSTED, he drops and he is dying; if he was already WOUNDED when his Endurance drops to 0, he is dying as well.
So to an EXHAUSTED character, heavy armor becomes very important.
Using this rule you can increase the difficulty of encounters a bit, since your players will be tougher and you may want to reduce their Endurance to zero more often, since it's now a less severe condition, putting at the same time more value on the armor one wears.