Armors in RPG's

Tai_MT

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As pretty much everyone has already said:  "It depends upon the game".

It really, really does.

The VX Ace version of my game uses the default slots of equipment, and uses them to fantastic effect.  I think I had Left Hand, Right Hand, Armor, Accessory or something like that.  4 or 5 slots.  So, the bonuses they give are fairly high.  In the MV version of that game, I've added MANY more slots.  As a result of the "more slots", I've reduced bonuses, or changed effects of some pieces of equipment.  I've got Weapon, Shield, Head, Body, Legs, Hands, Feet, Left Ring, Right Ring, and Accessory.  It allows the player to "mix and match" a lot better, and allows me to play around with states and stats and traits much more.  But, I've reduced stat gain on some pieces quite a bit.  It's a trade-off to maintain balance while providing variety and choice.

I also like to have some overlap in which characters can equip which armors.  I do have some characters that can only equip the one set, but I also have others that have overlap.  The example I like to use for this is the "Magic Knight" I have.  That character can either equip the Cloth Armor or the Scale Armor (or a mixture of both).  Both armors are at the "extreme" edges of the spectrum.  One enhances the magical capability while the other enhances the physical capability (Attack and Defense).  But, I've also got a class of armor that can be equipped by everyone, which I call "Casual Clothes".  They are clothes that offer flat percentage boosts of usually HP/MP, or on occasion, other stats.  They offer no real Defense on their own and simply have weird and unique gameplay mechanics.  These clothes even come in male and female variants so that a player can crossdress if they feel inclined to (and why not, if that dress offers a nice boost to MP?).

In general, I think what players tend to like best is a combination of linear progression mixed with sideways progression (as in, two pieces of armor are fairly identical in stats or level, but do something entirely different and are useful in different ways).  Do you equip the accessory that prevents Blind or the one that prevents Silence?  Do you equip the chest piece that nullifies Fire or the one that nullifies Ice?  Do you wear the heavy armor that ensures your character goes last each turn of battle, or do you equip the light armor that lets them act first at the cost of defense?  Overlap and more slots for equipment can make these interesting.

But, again, it largely depends on what kind of game you're making.
 

arcthemonkey

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Can I join the "It depends on the game" party?!

I tend to be in the less-is-more camp. A weapon and armor or accessory. 2-3 slots is my default. If, however, some mechanic or aspect of the developing design of a game makes it clear that there should be more equipable items, then go for it. I think having a lot of slots is only appropriate for MMOs with a focus on stat balancing and gear progression.

My current project allows for:

Weapon

Armor

Accessory 1

Accessory 2

Rune

The weapon and armor are mostly for primary stat boosts (attack power/defense), and there are two accessory slots because it is a game that emphasizes customizing the character's utility, and that is what accessories provide. The Runes are rare items that come with a lot of utility and stat boosts, but also tend to have pretty heavy costs. You can basically use them to turn a warrior with some spells into a potent spell caster, if you need to. Again, it's a game about thoughtfully shaping your party to suit each dungeon, as there are very few areas you can just brute force your way through without changing your party composition/equipment.

I MIGHT add shields/off-hand items, as well, but I'm not sure. It may just as well be an attribute of certain party members (They have a shield but you can't change it/see it in the equipment screen).

Basically, I have no need from a design/balance perspective to have helms or gloves or boots or capes or arcane whizz-bangs. Although those may be accessories, of course.
 
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SamBargeron

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I tend towards less slots for simplicity, brevity, and player convenience. That being said, my main project has the following slots:

- Weapon

- Shield

- Head

- Neck

- Body

- Arm

- Leg

- Accessory

- Ring

- Ring

Because it's the kind of game that calls for it... Clothes can be worn by any character (except the tiger), but armor is divided into categories and are available based on a character's training. Soldier archetypes get that training for free from the start, but most characters can become trained in wearing it if they spend skill points (the Tiger can't wear anything, and the musician can't train in heavy armor but... hey... limitations for flavor).

Neck mostly belongs to capes, hoods, and gorgets. Capes mostly identify characters with a faction or job and might have slight bonuses. Hoods enhance stealth and evasion. Gorgets provide a small amount of defense and crit evasion (cause... you know... it reduces the chances of an axe hitting your neck...).

In most cases I would say this equipment slot layout is redundant, uneccesary, and bad design. Why can't a boot be an accessory? But I found that the simpler equip layout didn't serve the game mechanics well.

I also have some equipment typed to specific characters. For example, the male protagonist is the only character who can wear his father's armor or the holy sword he was gifted by the king.

But besides weird stuff like that... it's not so much a question of IF a character can equip something, but whether they can equip it by default. If you want to go out of your way to train the musician in heavy swords (like zweihanders)... okay... I guess he can practice party buffing songs later... Oh... and yeah... the magician is a bit of a glass cannon... so... teach her to wear heavy armor I guess... you might be giving up her best spells though...
 

Zoltor

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To further go into detail on how my equips work.

Weapon-self expanatory

Shield/gauntlet/bracer- these are gonna to give various stat buffs baced on the type equiped/char(IE bracers may increase magic power/def, while sheilds will mainly give def, and gauntlets will give DEF=ATK. that sort of thing)

Helmets, and the like- minor def buffs all around, maybe MATK buffs

Cloaks-Elemental resistance, and probally various small buffs or even buffs to the hidden stats

Jewel- these are going to allow the bearer to use varios skills that are usually only usable by enemies

Ring- this will allow characters access to spells, that they may not have learned or are unable to ever learn(seeing how these versions of spells will use TP, even non-magic users can gain access to some useful spells.

Unique Accessory- these will give specific character access to powerful skills only they can use, and higher grade buffs then other accessories will have.

Also, all the equipment comes with a skill, not just the Accessory type equipment.
 

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