I disagree, and Fallout 4 emphasises the point. It's singular armour format with a differentiation between Ballistic and Energy damage shows that you can quite easily represent defensive characteristics with a simple graphic, and a number. a 9 by 9 block, featuring 3 Physical Damage types, 3 Magical damage types, and 3 special variables (Piercing being one of them) is visually simplistic, concise, plays to the Paradigm inspiration, and offers far more variety than the current Split-Skill model.
Part of the problem is, we're past the point where you can actually expect people to not level a skill. That died with Morrowind. Particularly when it comes to skills that are just going to progress naturally as you play. We should be operating on the assumption that people are going to level everything, intentionally or otherwise, and the exclusion of a Skill is going to be more of a niche experience, rather than an intent. As such, each Skill should offer more options in HOW it develops, rather than whether or not it develops at all.
I disagree, because you're just mixing and matching a re-naming of the same skill, increasing redundancy and making meaningful differences more difficult to achieve. You can combine Blue, Blue and Blue in 9 different ways, but it always looks the same.
That only becomes a problem when Penetration is a type of damage, rather than a variable applied to a type of damage. A Piercing weapon with a low Penetration isn't going to be inherently superior by merit of piercing alone, it's just going to favour particular types of attack (typically thrusting). It's just a matter of scaling variables, which allows far more options than linking things like Penetration to specific types of weapons.
Agreed. It also opens up opportunities for a better Encumberance model, and for things like Burden and Feather to be more situationally useful rather than being relegated to Constant-Effect enchantments that just let you stuff more in your pockets (or are entirely useless).
That said, the mention of clothing functioning in a DR related model is interesting, and something i hadn't actually considered. It may be a good way to inject some specific bonuses into particular types of clothing, such as Gambesons, without requiring a specific Cloth Armour type. I still think that Armour its self should be expressly DT, but having certain heavier clothing offer a sort of impact cushion would give incentive to wear it, without expressly limiting what you can wear under armour like with Fallout 4.
I think you could get away with something more complex than 2, thematically link it to the Paradigms, and create a dynamic which offers a huge range of options.
Physical Damage;
Piercing, Slashing, Blunt
Magical Damage;
Ice, Fire, Lightning
Tactical (pending) Damage;
Penetration, Critical, Cripple
The first 6 are pretty straight forward, but the others may require some explanation.
Penetration would be how much Armour it ignores. So a Piercing weapon with a Penetration of 6 ignores 6 points of Piercing armour. If it has a Piercing Damage of 10, against an Piercing Armour of 7, it does 9 damage when you hit. It's clear, it's concise, and it's not fiddling around with too many % modifiers.
Critical is how much Injury a weapon inflicts when you score a Critical. Bear in mind, this is basing of the changes we've spoken about before to Resources, but Injury basically functions like Rads in Fallout 4, decreasing total Health (I'm actually playing with the idea of Injury being what kills you, so if you drop to 0 health you, or an enemy, my not be dead...). When you score a Critical Hit, the chance of which is governed elsewhere, it represents hitting something important, rather than just slapping someone around a bit. The Critical rating of a weapon would be how serious a wound such a hit would be.
And Cripple is just about limb damage. It would be how much damage you inflict on a limb regardless of whether or not you get through the armour. You can snap joints and crush bone without actually penetrating armour, and a weapon with a high Cripple is focused more on breaking an enemy, rather than killing them.
Agreed. While not quite as bad as it could have been, and more appropriate in Fallout than some give it credit for, this was one of the problems with the Voiced PC in Fallout 4. The background and character of the PC are too clearly defined, and while it's upfront about it (as opposed to New Vegas which spoon feeds you your past regardless of what you decide for yourself) it does dramatically limit the range of character identities can be played with.
Unrelated. Dargor, you appear to have lost your hat.