Agility Cap by armour

By GauntZero, in Game Mechanics

I really like the new caps on Agility by armour, as it makes the choice of armour something more varied.

I am not sure though, if it is good to "hard-cap" it.

In my oppinion, it would be better to set the cap stricter, e.g. from 45 to 35;

but in return, it does not hard-cap, but only half any Agility that goes above (rounded up).

Example:

Guard Flak would have a cap of 40 instead of 50.

If you had an Agility of 60, it would only count as 40 + 1/2*20 = 50

Good idea.

Adding division and multiplication is not a good idea. They removed it when they changed how Primitive works and how untrained skills work and it's for the better.

I like the scaling but I also think cps has a point, getting away from having to do as much math for each step of what you do is generally wise.

On the other hand, unlike attacks with the primitive quality the armor agility calculation does not usually need to happen every time there is combat, the calculation is made and noted when you put the armor on and then remains constant.

You usually only need to update that value when changing your armour or increasing your agility...

You usually only need to update that value when changing your armour or increasing your agility...

Remember that DH2 has a LOT more temporary and permanent ability damage than DH1. Your character's Agility could easily change mid-combat when your character is shot, and having to stop combat and recalculate Agility would be a pain.

While things like this might seem insignificant in isolation, having to perform multiple calculations repeatedly can really slow down games and cause headaches. In a case like this, a hard-capped Agility value makes perfect sense to me, and adding another calculation really doesn't improve the gameplay experience.

You could maybe have a flat penalty (say, -20) to Agility if it's over the limit, to a minimum of the limit.

So if the armour's limit is 45 and you have Agility of 70, it would reduce to 50, but if you have Agility 60, it would only reduce to 45.

You usually only need to update that value when changing your armour or increasing your agility...

Remember that DH2 has a LOT more temporary and permanent ability damage than DH1. Your character's Agility could easily change mid-combat when your character is shot, and having to stop combat and recalculate Agility would be a pain. While things like this might seem insignificant in isolation, having to perform multiple calculations repeatedly can really slow down games and cause headaches. In a case like this, a hard-capped Agility value makes perfect sense to me, and adding another calculation really doesn't improve the gameplay experience.

By far not all characteristic decreases or damnage hits agility, just a small part of it.

You usually only need to update that value when changing your armour or increasing your agility...

Remember that DH2 has a LOT more temporary and permanent ability damage than DH1. Your character's Agility could easily change mid-combat when your character is shot, and having to stop combat and recalculate Agility would be a pain. While things like this might seem insignificant in isolation, having to perform multiple calculations repeatedly can really slow down games and cause headaches. In a case like this, a hard-capped Agility value makes perfect sense to me, and adding another calculation really doesn't improve the gameplay experience.

By far not all characteristic decreases or damnage hits agility, just a small part of it.

Approximately 1/9th of characteristic damage through the wound tables leads to Agility reduction.

I think this issue would come up maybe once in a year. And even then, when the damage occurs the player doesn't have his own turn (nor it is likely he will have to do another dodge immediately). He can easily calculate the new ag in time if he's finished elementary school.

Edited by Kniightt

What is actually added by having this variable agility penalty? What is lost by having the armour just have a flat limit to movement? There were already arguments about people being able to backflip around and do other things while wearing heavy armour. It makes sense to me that heavy armour would limit what you can do without restricting your actions relative to how agile you are as a person. I would argue, at least, that a max agility penalty rather than a relative one is at least on par with how "right" the rules feel to real life.

What is actually added by having this variable agility penalty? What is lost by having the armour just have a flat limit to movement? There were already arguments about people being able to backflip around and do other things while wearing heavy armour. It makes sense to me that heavy armour would limit what you can do without restricting your actions relative to how agile you are as a person. I would argue, at least, that a max agility penalty rather than a relative one is at least on par with how "right" the rules feel to real life.

(There is one of a guy doing a backflip but for the life of me I can't find it)

In case I wasn't clear, I meant that people had already stated that it's possible to do backflips and so on in armour, and thus I'm not sure how necessary it is to have a variable armour penalty versus a flat one.

While you might be able to do minor acrobatics, I can't image someone doing any acrobatics very well or very fast in the heat of battle. Besides, heavy armor makes way more noise than say a body glove. It seems more realistic that an agile person would choose to wear lighter armor in order to take full advantage of their elusiveness and agility. Those that are not agile or that elusive would likely wear heavier armor to make up for it. Essentially, why impair your ability to dodge by wearing heavy armor unless your agility already sucks? Besides, we want a level playing field right? Why give those with high agility and even larger perk by boosting their Armor bonus. Those with lower agility aren't gonna dodge very well and need that armor bonus as well as toughness.

Is agility a better attribute than toughness? I'm not sure. It's certainly better to dodge a hit altogether than soak 4 points and take the rest.

Edited by Elior

Against a single, high-powered hit, high Agility would be preferable; against multiple low-powered hits, things might swing in Toughness' favour.