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Chorpa
February 17th, 2019, 12:44
How do you edit the Armor Maneuver Modifications in the Field for Armor Type on the Combat tab on the Character Sheet? I want to edit those for one of my players who have a magic Plate Armor (AT20) but the values just revert to the normal values after I have changed them.

Dakadin
February 18th, 2019, 03:43
Hi Chorpa,

Unfortunately, there isn't an easy way to modify the MM modifications for armor types. The ruleset was original setup with them hard coded based on the AT instead of the armor worn. There are a couple ways that I handle it. You can deselect the modifier or adjust it in the Table Resolver or just have them add a modifier to the appropriate skill.

Majyk
February 18th, 2019, 06:32
Click Dakadin’s signature link and vote for the latest entry I made regarding this a few days(a week? back).
The more votes that add to the weight of it changing, the more chance it gets changed in iterative versions in the future, thanks to Dakadin and the community wanting give RM its fair spotlight as a usable FG module!
;)

EDIT:
Figured I’d just post the exact linked idea, instead:
https://rm4fg.idea.informer.com/proj/?ia=123975

Chorpa
February 18th, 2019, 07:06
Hi Chorpa,

Unfortunately, there isn't an easy way to modify the MM modifications for armor types. The ruleset was original setup with them hard coded based on the AT instead of the armor worn. There are a couple ways that I handle it. You can deselect the modifier or adjust it in the Table Resolver or just have them add a modifier to the appropriate skill.

Yes. Figured that it would be the easiest way to solve it. The character just have to write the modification as a note on his character sheet that we add when he makes a Maneuver Roll.


Click Dakadin’s signature link and vote for the latest entry I made regarding this a few days(a week? back).
The more votes that add to the weight of it changing, the more chance it gets changed in iterative versions in the future, thanks to Dakadin and the community wanting give RM its fair spotlight as a usable FG module!
;)

EDIT:
Figured I’d just post the exact linked idea, instead:
https://rm4fg.idea.informer.com/proj/?ia=123975

Done! ��

dunadan
February 20th, 2019, 03:33
Sorry to hijack your thread... but would like to clarify something.

If you have magic armor, does the bonus apply to MM, Missile Penalty & Qu Penalty as well as DB?

eg Reinforced Full Leather Coat (AT 8) +10% magical.
Normally... Min MM = -15, Max MM = -50, MM Penalty = -15, Missile Penalty = -15, Qu Penalty = -15
With +10 magic bonus... Min MM = -5, Max MM = -40, MM Penalty = -5, Missile Penalty = -5, Qu Penalty = -5

Dakadin
February 21st, 2019, 02:02
It usually applies to DB though some magic armor will encumber as a different AT which effectively does what you are mentioning. Elven Chain is a good example. It protects as AT 14 with a +5 DB and encumbers as AT 13. It talks about the bonus applying to DB in Creature and Treasures 9.6. Here is the quote:

9.6 TYPE I ARMOR DESCRIPTIONS
All magical bonuses on armor are added
directly to the wearer’s defensive bonus (DB).
All magical armor encumbers as does non–
magical armor unless stated otherwise.