full plate pathfinder

Published by on November 13, 2020

However, most high level characters get some dex boosts at some point because the benefits at sufficiently high level (initiative, skills, Reflex save, AC, touch AC) outweigh the (relatively) low cost. I think the devs will have to have a good reason to take all the time to code and QA test all of the mechanics around sinking in water. A 2nd level fighter wearing masterwork full plate (AC penalty -5), with 2 ranks in swim and an easily believable 16 strength has a modified swim rating of +0, which means that he can easily swim in calm water by taking 10. 1) A character will not wear heavy armor unless trained in the use of that armor. It is costly and heavy, and the wearer often requires help to don it correctly, but it provides some of the best defense armor can supply. Like backpack rules. Taking 10 allows success for any swim check (except stormy water- but any roll of 8 or above succeeds even then). Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar contributors, New Pages Don't believe me? As such Its my opinion that a wider more inclusive approach is better than a narrow, niche based approach. Shop the Open Gaming Store! ... Pathfinder RPG Core Rulebook (1E), p. 151. Because it wouldn't be much fun, it would simply limit the player for no really good reason other than 'realism'. I always see recommendations against going for AC, and while some builds might not be able to achieve great AC with ease, other builds just passively get it to great levels without much effort, even without ignoring other character aspects. Why should critters & humanoids be the only dangers encountered in the Wild? . Frencith, add to that the fact that swimming in a river is a bit more difficult than in just a swimming pool. Don't believe me? This site may earn affiliate commissions from the links on this page. And you seem to be implying by your question that the problem is with immersion and how it relates to gameplay experience. First, we'd have to define what we were talking about in terms of the armor being used. The travel/exploration will be inherently fun by the discovery of new areas and new content (in the form of monsters, dungeons, resources etc.). True, but he was in clear water just over his head in depth and only swam 10-15 feet. How does someone swimming across a stream without having to jump through some hoops become a detriment to anyone else's gameplay experience? The reason is they're not fun. Strategic decisions being made before attempting an action make sense to me. No sinking plate wearers in water means no moats around castles for defense, because that was part of the reason for them; preventing heavily armored people from having easy access, and for stopping an easy siege attack using ladders or smaller siege machines like covered rams. Normal people can't swim in swim trunks. Why full plate wearers will not sink in water in PFO. Probably more of a pain to code than it's worth, but I'd love to see some types of armor and clothing (especially robes) be earmarked as "absorbent" and apply special game effects after being drenched in water, or acid, or minotaur urine... picking up armor that i had to drop to prevent drowning, thats how i want to spend my play time woooohoooo. How much more exciting and interesting would Wilderness exploration be if in addition to things like hostile monsters you also had to consider stuff like...fording raging whitewater rivers, scaling steep mountain ranges, crossing burning deserts and dense sweltering jungles, worrying about blizzards and sandstorms and rockslides and avalanches....and yes, throwing this one in for Nihimon, Lava? Respectfully, I don't see much difference between quoted statement and someone saying that they don't ever want the character to be slain/defeated in combat if they make the worst possible equipment choices for a particular combat situation....and are unwilling/unable to make any adjustments to thier strategy to compensate for it. That's not bad, we're having a good time, but it means that the extra money to add a dex buff is really unlikely right now. Historicaly, warriors in heavy armor went straight to the bottom when they went in.... though most people in the Middle Ages didn't swim well to begin with. If his test does anything at all, it shows the lengths that some people will go to to prove their point, regardless of facts. If we want a game that encourages varied characters, then challenges and risks should come from any number of sources. Pathfinder: Kingmaker. The weight carrying rules ignore the fact that a human is standing on solid ground. But it's not necessary for every build and you can use items/spells to suplement. What self respecting warrior is going to bother with a half suit? | d20PFSRD Regardless of what the real-life counterparts are, let's examine the game itself. Masterwork Armor and Armor Training reduces the -6 armor penalty to only -2 for a net of +12. The advantages of mithral don't really weigh heavily for your character. - There is no assumption that players can't find assistance (spells, a ranger making a raft, or setting up a guide rope) or have some method (i.e. Untrained swimmers in swim gear often have trouble in water which is simply over their head. Asking to win a bet. Your connection between my statement and someone's ability to perform in combat with "sub-par" gear is tenuous at best. If this includes swimming, I don't see what the big deal would be for allowing individuals who are proficient in heavy armor (more than likely the big beefy fighter types) to swim in heavy armor. Thus, it isn't the swimming that is so dangerous, it is going underwater while fighting that is dangerous. There are a few minority exceptions where Mythril is superior, but they are for specific builds trying to accomplish certain goals. A second level fight gains no bonus modifications to movement in Heavy armor, so is moving at 20 feet per round. To make a counter point to many of the posters here: DR scales poorly with level. While I agree with the idea that fun should trump realism, I still see benefits regardless of reality to the concept. Generally speaking it's pretty normal to be able to fit a Belt of Physical Might into a normal loadout, if you don't plan on going STR/DEX and you don't find yourself pressed with athletic challenges there's really no reason to get the Mithral. While swimming, as a full round action, the 2nd level fighter may move 10 feet. These are heroic characters with special abilities above & beyond the average citizenry or even minor nobles. The game rules are a bit pants in that regard, it turns effort into something that is reduced to a straight die roll, which is making a mockery out of an act that should be practically impossible even in calm water. I would hope our crafting system will allow for variation of this sort. Fortunately, between enhancement bonuses and the impervious enchantment, mithral can become durable enough anyway. What I mean is that your armor will never be the direct reason you are killed, such as sinking in water or a magical pixie that floats around the world 1 shotting people who wear studded leather boots.

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