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TarlGrenier
Tarl Grenier

Wed

Mar 8
2000

01:00Z

mystic armor

Hello I am thinking of introducing some mystical type of armor for the 
players of my game. Sort of Ronin Warriors style though not with a japanese 
look. These armors would be summoned when the need arrose and would draw 
power from the bearers. What I need is to find away to do this and have 
checks so that the PCs will not be able to get too powerfull from this.

One way i thought to limit the power was that no powerful weapons are 
summoned with the armor. I would be grateful for any advice.
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BeeStie
Beestie

Wed

Mar 8
2000

07:10Z

mystic armor

Lurk Mode OFF...

----- Original Message -----
From: "Tarl Grenier" 


> Hello I am thinking of introducing some mystical type of armor for the
> players of my game. Sort of Ronin Warriors style though not with a japanese
> look. These armors would be summoned when the need arrose and would draw
> power from the bearers. What I need is to find away to do this and have
> checks so that the PCs will not be able to get too powerfull from this.
> One way i thought to limit the power was that no powerful weapons are
> summoned with the armor. I would be grateful for any advice.

    Have it draw from their lifeforce (ie, hit points) and if it is used too often, the draw becomes permanent.

    Say a PC has 20 HP to start.  It will lower his armor class two points for 10 of those HP's drawn upon (using AD&D terminology)
and if it is done say 3 times in a 24 hour period, the loss of those 10 HP becomes permanent.

    Tim
    http://beestie.tripod.com/aero1a.htm

Lurk Mode ON...

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ChrisTutty
Chris Tutty

Wed

Mar 8
2000

11:36Z

mystic armor

From: Tarl Grenier 

>Hello I am thinking of introducing some mystical type of armor for
the
>players of my game. Sort of Ronin Warriors style though not with a
japanese
>look. These armors would be summoned when the need arrose and would
draw
>power from the bearers. What I need is to find away to do this and
have
>checks so that the PCs will not be able to get too powerfull from
this.
>
I think magic of this power is best guided by it's style, creator or
origin.  Rather than defining the magic item in game terms try
defining the armour in terms of who created it, why, when, for whom,
etc.  Once these details exist the way the armour protects itself
against mis-use will become more obvious.

One immediate suggestion - the warriors of legend depended not on
weapons or armour for their survival but on strength of purpose,
focus, faith, honour, certainty - all qualities of the person within
the armour.  I've always felt that magic items created for war have an
inherent conflict in that the warrior worthy to wear and wield them
shouldn't need them.  Many of the most powerful items wielded their
owners rather than the other way around (StormBringer, Excaliber)
giving some warriors good reason to stick to simple tools.

Applied to your question I'd suggest that the more the warrior calls
on the armour the less respect it has for them - and in respecting
less it protects less.  Perhaps an act of heroism or brutality
(depending on the armour's origin) is needed to regain it's respect.

In game terms of course this usually comes down to a set of numbers.
I've found that the best way to stop the players taking advantage of
the numbers is confusion.  They can't mis-use what they don't
understand.  A good example is magic items whose power depends on
astrological connections to divine powers, waxing and waning with the
heavens.  The players can't over-use this sort of item because they
don't know when it'll fail (or work so powerfully that it threatens
them as well).  Of course players also need a sense of control (or at
least influence) so this sort of uncertainty is better than simple
randomness because the players can quest to discover the rules behind
the item's power and begin to distinguish safe times from dangerous.

Chris.


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BarnabySneddon
Barnaby Sneddon

Wed

Mar 8
2000

14:44Z

mystic armor

some cultures myths and legends employed the fatal
flaw to create a human vulnerablity in its heroes as
well as gods. eg. sigfried (or sigmund), achilles...
in my countries myth of the rainbow serpent, it too
was susceptible to cunning and perserverence from a
determined set of twins. that is the task of a
gamemaster (or storyteller) in an on-going campaign to
keep employing and perservering with tricks of cunning
and surprise for the players to keep on their goal of
developing their characters. 

i liked the idea of hit-points as a means of dealing
with the rules and statistics side of things, but i
also liked chris' idea of astrological or cosmological
circumstance to determine the strength etc.. of the
armour. this would take a while for the players
(characters) to work out how exactly their power
works. in the mean time you could be thinking of ways
to challenge the characters, either through designed
antagonists or cosmological omens or any thing else
that could occur in your game setting.

the aesthetics of the armour are only a matter of what
you like as an idea and what you think is appropriate.

barn
--- Tarl Grenier  wrote:
> Hello I am thinking of introducing some mystical
> type of armor for the 
> players of my game. Sort of Ronin Warriors style
> though not with a japanese 
> look. These armors would be summoned when the need
> arrose and would draw 
> power from the bearers. What I need is to find away
> to do this and have 
> checks so that the PCs will not be able to get too
> powerfull from this.
> 
> One way i thought to limit the power was that no
> powerful weapons are 
> summoned with the armor. I would be grateful for any
> advice.
>
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SteveBarr
Steve Barr

Thu

Mar 9
2000

01:31Z

mystic armor

Chris Tutty wrote:
> From: Tarl Grenier 
> >Hello I am thinking of introducing some mystical type of armor for
> the players of my game. 
> Applied to your question I'd suggest that the more the warrior calls
> on the armour the less respect it has for them - and in respecting
> less it protects less.  Perhaps an act of heroism or brutality
> (depending on the armour's origin) is needed to regain it's respect.

One set I've seen in a game was similar to this.  The more heroic
the character wearing it was, the more effective the armor was.
Not so effective as to make the character immune from what he was
fighting, but more able to continue fighting the good fight.

Steve
-- 
http://www.stevebarr.com
Onion Head Monster crushes the Ant People like ants!
-- http://www.onionheadmonster.com
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HaleYatp
Haleyatp

Thu

Mar 9
2000

01:33Z

mystic armor

> Say a PC has 20 HP to start.  It will lower his armor class two points for 
10 
> of those HP's drawn upon (using AD&D terminology)
>  and if it is done say 3 times in a 24 hour period, the loss of those 10 HP 
> becomes permanent.


Dont you think that's a bit harsh?  I think that amounr of damage would lead 
me to:
(a) buy a shield, and
(b) buy some regular armor.

Alan H.
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BeeStie
Beestie

Thu

Mar 9
2000

04:41Z

mystic armor

----- Original Message -----
From: 


> > Say a PC has 20 HP to start.  It will lower his armor class two points for
> 10
> > of those HP's drawn upon (using AD&D terminology)
> >  and if it is done say 3 times in a 24 hour period, the loss of those 10 HP
> > becomes permanent.
>
> Dont you think that's a bit harsh?  I think that amounr of damage would lead
> me to:
> (a) buy a shield, and
> (b) buy some regular armor.
> Alan H.

    (Shrug)  It was an off-the-cuff suggestion.  You can adjust it to suit as needed in a campaign.  The idea was to make it so the
PC did not become All Powerful.

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ChrisTutty
Chris Tutty

Thu

Mar 9
2000

06:31Z

mystic armor

From: Tarl Grenier 

>Hello I am thinking of introducing some mystical type of armor for
the
>players of my game. Sort of Ronin Warriors style though not with a
japanese
>look. These armors would be summoned when the need arrose and would
draw
>power from the bearers. What I need is to find away to do this and
have
>checks so that the PCs will not be able to get too powerfull from
this.
>
Where does it go when it's not summoned?  Perhaps this responds to a
summons from any hero but can only be in one place at once.  You'd
therefore have to be cautious because the armour might take a round or
two to show up (or even a day or two).  Even if there were a number of
suits this could still be true.

Just working at keeping the players guessing.
Chris.

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JimJanousek
jim janousek

Fri

Mar 10
2000

19:17Z

mystic armor

>From: "Chris Tutty" 
>Perhaps this responds to a summons... but can only be in one place at once. 
>  The armour might take a round or two to show

alternately, it might instantly come when summoned, even if that meant 
abandoning whichever hero desperately needed it at that moment.
Make the players agonize over whether they needed it *more than anyone else* 
and they're far from invulnerable.
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ThomasEMorris
Thomas E Morris

Fri

Mar 10
2000

19:40Z

mystic armor

Sorry if this is inappropriate I missed the earlier post(s).

I rarely let anything just appear in my campaign, even if summoned.  I'd
work it into the next encounter or next adventure.  Either as a treasure or
with an enemy wearing it.

Have fun,
Tom
Temorris@pacbell.net

----- Original Message -----
From: "jim janousek" 
To: 
Sent: Friday, March 10, 2000 7:17 PM
Subject: Re: GM: mystic armor


> >From: "Chris Tutty" 
> >Perhaps this responds to a summons... but can only be in one place at
once.
> >  The armour might take a round or two to show
>
> alternately, it might instantly come when summoned, even if that meant
> abandoning whichever hero desperately needed it at that moment.
> Make the players agonize over whether they needed it *more than anyone
else*
> and they're far from invulnerable.
> ______________________________________________________
> Get Your Private, Free Email at http://www.hotmail.com
>
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