Month: January 2020



Encumbrance: Every suit of armor has an associated weight, and if the bearer isn’t up to carrying that much weight, strength-wise, it quickly exhausts him in combat. (Post about encumbrance)


Fitted to ID of the Agent
Defense vs. Slash Amount of Damage Reduction
Defense vs. Strike Amount of Damage Reduction
Defense vs. Thrust Amount of Damage Reduction
Noise Amount of Noise the armor generates. Noise reduces the stealth value
Visibility A modifier which describes if the armor supports hiding or hinders it


Destructible: Armor takes damages end deteriorates with usage.

Fitting: Armor needs to be fitted to the wearer. If not the wearer has the unfitting armor condition. Fitting an armor to the wearer costs and needs a person with the according craftman skills

Level: Every armor piece can be bound to an owner. She gets the level bonus.

Armor Set: If a agent wears a wild list of different armors, he will suffer in his reputation and NPCs will likely treat him worse, or even might mark him as an outcast.

Seperate body parts: There is no total armor class but rather an individual armor class (and hit point total) for each body part. As attacks pierce armor, they deduct from the hit point total of the underlying body part. Each body part has a different result when damaged, e.g. if legs have 0 HPs the agent can’t walk anymore.

Set bonus: I finished playing Dragon Age: Origins a few weeks ago, and I loved how you got bonuses for wearing different pieces of armor of the same style. It makes sense if solely from a fashion standpoint: my Morrowind character looks pretty silly with a leather cuirass, ebony boots, chain greaves, a glass pauldron on one shoulder, and a steel pauldron on the other.

Vision: Field of Vision depends on which helmet you are wearing.

Decision based on

Different races/classes can use any armour, but with factors like weight of the armours and wepons, characters’ strength, and fatigue from moving, attacking, defending and casting spells, it makes sense to have Dwarven and strong human fighters in heavy armour, tall and not very strong Kelden warriors in medium armour, archers and scouts in light armour and mages in only clothes. A better system than the arbitrary rules of most other CRPGs, although the end result is not so different in practice.

Coming up much sooner is Darklands where enemy alchemists throw acid potions across the map with 100% accuracy that ruin your armor. Good thing inventory is practically unlimited and unequipped items weigh nothing, so you can bring a few spare sets.

Amulets & Armor has wizards with ranged acid attacks that destroy random items from your inventory. If you’re lucky, it’s just a carrot, if not, it might be your hardened steel mail.

Unsere Rüstung kann kaputtgehen, verschmutzen oder mit Blut besudelt sein, was ebenfalls Einfluss auf unser Charisma oder unsere Bedrohlichkeit hat. Das wird dank hübscher Texturshadern gut sichtbar.

Weil es verschiedene Schichten gibt, empfiehlt es sich, diese schlau zu kombinieren. Ein weiches Unterhemd hilft, den Schaden zu mildern, den ein Prügel an einer Plattenrüstung anrichtet.

Wiederholte Schläge auf dasselbe Rüstungsteil mindern die Condition und richten folglich mehr und mehr Schäden an.

Declined features

Dexterity Bonus: Dexterity-based armor class modifiers. => Dexterity is accounted by parrying

Hit zones: Every armor has weaknesses, e.g. plate armor doesn’t protect the hollow of the knee. Hitting those weak spots is very difficult but neglects the effect of the armor => Is accounted by critical hits



If your characters are carrying too much they get encumbered. There are two types of encumbrance:

  1. Personal: If the characters is carrying too much
  2. Party: If the party carries too much

The effect of both is the same a character which is encumbered has to pay a higher cost for each of her action. The party encumbrance system is only relevant on the world map, because in a settlement map it is assumed that the party stores the stuff somewhere and is not carrying around the whole time. During combat the characters will drop all the stuff that burdens them. The drawback is that during combat only items carried on person can be used.

Calculation of weight and encumbrance

  • Weight is measured in stones.
  • One stone is approximately 0,5 kg or 1 pound.
  • One strength point gives a carrying capacity of 0,5 Stones.
  • Every human has a base carrying capacity of 10 stones.
  • A agent has the condition “encumbered” when she carries more than her carrying capacity is.
  • A agent has the condition “party_encumbered” when the party is carrying more then the sum of the party members carrying capacity is.

Effects of encumbrance

Personal encumbrance

100% + x% Added Stamina Cost of x%
For every additional 15% above 100% Looses one AP

Party encumbrance

Encumbrance from partyEffect
Additional food consumptionDouble normal food consumption for every 10% of encumbrance
Drop on morale

Balancing weight values

Lvl 40 Soldier (about 50 Strength, 75 stones) should be able to wear full Plate Armor (56s) with Longsword (4s) + Shield  (8s) =  68s

Every Person can carry at least something.

Ideas to consider

Encumbrance matters: The more weight my characters carry, the slower I move through the dungeon. This became a problem in one section of Level 3 in which I had to press a button that opened a secret door, then race down the corridor before the door closed. It was several frustrated attempts before I realized I needed to abandon some of my stuff so I could run faster. ( Although TWE isn’t a real-time game this approach could also be used in a turn based game. )

Mules and bandits: Once they start paying for mules and such,you can add bandits that snatch them while they are in dungeons, thus they would need to hire npc guards as well. And food and water and equipment for them as well. So,they’ll either spend tons of money on those,or just loot the small valuables.

Different ideas.

Decisions based on

Carry limits in games are NOT fun, particularly in hoard driven games, they only really make sense as a game feature in survival games, limits on other kinds of games only annoy the player and force them to make even less logical action, like expending hours loading and unloading crap every time they finish a dungeon or making stockpiles in strategic points (usually ridiculous ones like the front of the elevators like in system shock 2 or the middle of the street, or a barrel somewhere) to reduce commute time or forcing players to not use cool things (like potions) because you can only carry one and “you might needed later”, or forcing players to choose weapons for their kills/ammo-limit ratio rather than because they are fun to use since they can only carry 1 or 2, games need to deliver fun, not realism, we have real life for that and we are playing games to get away from it.

This, by the way, is always one of the most immersion-breaking details in RPGs for me. I’m an occasional archer, and I know for a fact that 50 arrows is a large, awkward, heavy bundle. 1000 arrows – pocket change in most RPGs – would fill a U-Haul. A spare set of plate mail is NOT an easy burden, much the less 10 of them.

Other sources

Backpack Weight and the Scaling of the Human Frame:

Theme: Overlay by Kaira Extra Text
Cape Town, South Africa