» Mon Jan 18, 2010 2:09 am
If the various types of armor and materials all had a different balance of basic protection value, "threshold" level to penetrate, percentage of coverage, weight, durability, repairability, and penalties to stealth or magical regeneration or casting, then there would be real reasons to use them. Instead, we were left to pursue the "rat race" of just automatically going with the next "better" one the game threw at our character. The armor that a thief would find most practical should differ from what a barbarian hunter would find most useful, or from what a knight would want. In OB, there was a very noticable and objectionable linear progression in each of the light and heavy categories, so the next thing to come along was always "better" than what you had, and the bandits always seemed to have it first, before you could even buy it.
I would hate to see every item have its own inherent "enchantment", or similar effect. A few specific items might be OK, but not as a general "system". If I want my armor to have special effects, I'll enchant them myself, thank you.
They could even do away with the light/heavy distinction completely, and just let armor be armor. The characteristics of the individual material and design would give each its own niche, which could be far more varied and versatile than just adding back "Medium" armor.