beware, honest feedback:
Which is what I look for... Not every idea I have will be a good one. I have abandoned several in the past, and incorporated ideas suggested by or inspired by comments of others in the past. Talking back an forth helps sparks ideas.......
I personally don't need the cost of equipment in a range of +/- 1cp in a game where basically all prices are made up and don't seem to be based on (fantasy) economics. It's good to have prices that "work out" though, if it's exact on 1cp I use it of course, so it all depends on the pricing system as a whole.
Oh, I am sorry if I was not clear. What I did was look at another system (that uses farthings, pence, shillings, etc) and broke down the prices that they used to the smallest denomination used (farthings) and treated that as coppers, and then am rebuilding the prices using the current monetary system in Novus (10:1 ratio for each denomination and the next higher) Copper > Bronze>Silver> Gold> Platinum -- and it turns out that copper/bronze are the defacto standards. I am still tweaking costs a little herer and there. Essentially, I am taking a more realistic/quasi-historic system and using it as the basis for repricing things (which lowers the costs of many armors and weapons, but raises a few other costs).
I am also adding more equipment and items to the price lists as well. As I am mainly working on this for the Anwyn, which will have more economics in it (for those who like those styles of game, it will also fit for political and even simple monster-hunter games, or a mix of styles). But I want the costs to be more realistic overall (there is nothing wrong with the current costs (some are high, some are low, based on historal costs the way I am converting them over
But I probably would never ever use a hit location system in a classic RPG combat again. Never seen such a system that didn't take out all the momentum of the combat (with very few exceptions that were basically story RPGs). I don't even know how to give feedback on these numbers and how to know if a 0.01 modifier is "correct" or if it's more like 0.02 or 0.005.
Likely most would not. However, the idea of the hit locations DOES help in "Called Shots" (where you have a player trying to use a bow to shoot a blade out of a foe's hand - type of thing). Now, I already have some basic guidelines written up, but this would allow for refining those rules better on my part. But You are right , so other than summarzing the final results for called shots, I will unlikely be including anything very in-depth regarding hit locations (i.e. I would do something like called shots -->
Neck: -5 AB, +2 Bleeding, +1 Major Wound;
Hands: -10 AB, drops held items, broken bones (Major Wound), unable to hold anything until healed)
etc...
Beta versions of the rules also include alternative ARs for Helms, Bracers and Greaves based on thier construction, but only against Called Shots
or something along those lines....
But the biggest benefit would be to allow for the customizing of armor, including layered armors, and so forth, to more than just " I wear reinforced leather armor"
As for that table...
The frist 2 columns are the body locations and the percentages covered (i.e. Forearms = 4% of the total potential coverage for armor.
The SL, RL, Ch, SC and Pl columns are the current armor types with the numbers beneath (at the top, next to "Total AR" are the AR numbers if wearing the given type of armor, plus Helm, bracers and greaves (these 3 items add +3 AR overall). so the columns below that are what the actual AR bonuses would be, based on the armor worn (gives more flexibility to players....
So basic armor of any given type essentially covers (Shoulders, Upper Arms, Upper Body, Abdomen, Groin, and Hips which equals 58% of the body
a Full Suit (including the equivalent of helm, braces, and greaves) would covers 95% usually
But the armors given, plus helm, braces, & greaves covers 77% on average, technically.
But I ramble.....
Getting back to the armor coverage
Our basic Reinforced Leather armor - under this new system -- would have an AR of the following
Shoulders: +0.4
Upper Arms: +0.4
Upper Body: +1.44
Abdomen: +1.44
Groin: +0.24
Hips: +0.72
Total AR == 0.4+0.4+1.44+1.44+0.24+0.72 = 4.64, rounded off to 5 AR, which according to the table on page 39 of the Novus 2e rules, is the Amount of AR provided by Reinforced Leather Armor. And it would cost, according to my new rules (58% coverage x 15 cp per % of coverage == 870 cp or 87 bp or 9 sp (again, rounding to simplify things). which is much less than the 30 sp such armor currently costs....
So, let's compare to a simple leather breastplate (which presumes a matching plate on the back), so that is 36% coverage according to our table, which means it gets a 2.88 AR, rounded to +3 AR overall, and it would cost 54 bp
Now say a character wanted to wear the leather breastplate over a chain shirt, that would give a total of +9 (+2.88 Boiled Leather + 5.8 chain = 8.68, rounded to 9) AR, but it would also give anywhere from -3 to -6 to all actions (+ another -1 for doubling armors, so -4 to -7 total) in Penalties.
(note: in this new system, Chain would be +6 AR, not +7)
As I was saying, this allows for flexibility and once play begins, it would likely not become an issue, since all the math should already be done
I hope that all makes sense....
I don't know what's coming to the system and maybe if there is a genius way of managing a dozen combatants with 26 locations each without loosing a second of game time - or maybe for very, VERY important duels - then yes, but in all other cases I just don't see the benefit (that's not so say wounds on certain locations can't exist).
See my comments regarding Called Shots above