Armor "Full Set" Cards - Since gear is the primary means of progression in this game, the gear needs to evolve. Eventually just a helmet and cuirass aren't enough lol. This is an expansion on my "easy gear" system, now incorporating both text and icons. This set is geared towards more seasoned players, both recent and veteran.
Before i go too deep into this rabbit hole, i wanted to check in with the community for feedback on this. I like the card front layout, though i think the Trap icon might be redundant. The card back though... the art assets i have to work with are all i have. so getting "assembled" versions isn't possible. i did my best here to "lay out" the set on this bigass table, kinda like it was being shown to a buyer. alternately, i could just leave everything in icon format and just line them up? what do you folks think... any feedback would be helpful.
The Adventurer
- SLOTS - by expanding gear selection, slots became necessary to prevent unnecessary layering. in vanilla HQ just having an item in your inventory was the same as equipping. now, you have to actively equip an item in an open slot. Armor Sets take up the displayed slots. In this example, occupied slots will be HEAD/BODY armor slots, and ARMS/BELT/FEET accessory slots. the SHILED and BACK slots remain open and can be combined with the armor set.
- Wearing this set replaces your Defense Dice score with the dice shown (three dice). Adding a SHIELD can get you up to 4 (or 5 if its a Tower Shield).
- Armor Abilities help supplement defense dice, seeing as they cap at 6. Resistances were a logical option. They represent how leather armor could protect against road rash from falling in a pit, or protect against a weak attack. Or how plate can deflect arrow traps as well as a sword swing. Even cloth armor for mages are worth the expense.
