Tobias wrote:I agree with all of what you said but what do you mean about free availability of glory exchange?
What I meant about the glory exchange was that everybody can/could get very high stats. As a particular case, everybody can get high Dex. That makes heavy armour less interesting.
If you have to carefully balance your stat points to increase EITHER your Strength OR your Dex OR your Constitution OR your Wisdom OR your Charisma, you need to "sacrifice" some stats. If you choose to "sacrifice" Dexterity, then heavy armour becomes a valid choice again.
Considerations:
I forgot one consideration in my initial post above ...
- Make is that the improved fighter is "a more interesting character to play" not in the sense that he's now able to SOLO more things, but in the sense that he is more useful/required/necessary in a group.
That actually might be fine-tuned either by not giving the fighter an increase in offense, or by compensing an increase in offense with some other negative (e.g., more hit points, but loses the ability to heal on their own).
Actually, that makes me think that perhaps removing the ability to heal naturally from everybody would be nice. And that would allow us to add in a new "meditative" state that would offer regeneration in both hit and move (and fighters would have it). That might actually incite fighters to take breaks/"meditate" along with other characters. Maybe add to that a higher cost in move points to physical attacks (perhaps with another skill to reduce that cost, available to fighters), and we have plenty of options to fine-tune.
Heavy armour as damage reduction
The idea might seem to be good at first, but in practice, that system sucks, really sucks. That is actually what we had before.
It meant that low-damage creatures had no chance at all to damage creates in heavy armour. That includes fist-fighting creatures or even dagger-wielding opponents. When you deal 1d3 or 1d4 as base damage, and you face an opponent with a damage reduction of 2 or 3 ... you might as well stop fighting and flee.
Maybe ... just maybe ... a more complex system of damage reduction might work. Something with a minimum damage value. For example, damage reduction 5/3 meaning that the armor would absorb 3 points of damage, but only if the reduced value is higher than 5. Hits from fists or dagger would most likely not be absorbed (they found holes in the armour), while hits from long swords might be partially [always partially] absorbed.