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isnt that why there are masterwork and standart items?
it just makes logically no sense, and from a game design perspective aswell.
the more armor youre wearing, and the heavier it is, the more its supposed to hinder your mobility.
as far as i can see, every other armor type follows this logic of allowing you to apply a higher dex modifier the lighter the piece of armor is, and with lower protection values.
half plate isnt as protective but less restricting as full plate, so it should make sense that it grants 1 max dex modifier etc.
it really just looks like this was a mistake by the devs and they accidentally swapped around the stats of the items except for the AC values.
Basically half plate is made and sold as it
plate armor is custom made for the user - hence the radical higher price but overall better stats
wow, that is weird. i didnt remember 3.5 having such janky design.
i know there were a lot of exploits in that system, and thats why they tried to change it, but i dont remember it having weird quirks like that.
thanks for the answers anyways.
It's also worth mentioning that other types of armor like the chain shirt also offer more mobility in exchange for a higher price.
i mean you also have to think about this from a gameplay perspective.
all of those concerns are relevant to level 1 characters.
but dnd characters dont just stay at level 1, where they have to decide if they spend 50 gold on a full plate or 10 gold on a chain shirt.
for most of the gameplay it wont matter if they spend 100 gold on a piece of equipment, or 10 gold.
so they basically designed a few pieces of armor that are stat wise worthless for like 95% of the game. its just bloating the item pool with useless equipment.
the whole point of armor check penalties, and max dex modifiers is to balance armor pieces and AC in your game out against dex bonuses of your characters, so lightly armored heroes with a high dex can reach similar AC bonuses as heavy armored heroes with low dex, and the chances to get hit by an enemy deviate by not more than 15% to 20% on average from character to character.
from a gameplay perspective its really weird and jank design to make equipment types, that completely lose their value past level 1.
from a realism perspective, as far as how well the armor fits you, it would make just as much sense that a half plate, or any piece of armor for that matter could be specifically taylored to your proportions.
i dont see how a half plate couldnt be custom made to fit someone exactly the same as a full plate.
i would have thought this in particular is covered by the masterwork property. making any piece of armor 100 gold more expensive, but custom made for your character.
Second, half plate is described by AD&D in a weird way - as if it is full plate with some parts removed. That's not the case. Half-plate still covers all areas of the body, it's just that a lot less of it is metal plates, and none is articulated. The back of the knee is still covered, but instead of light, articulated plates, it's by chainmail hanging off other pieces or worse.
Thus the protection is less, the weight is more and distributed worse, and the armor is harder to move in. It's just worse.
This said, a lot of things do not make sense. No one would apply an enchantment that's worth thousands on a piece of inferior tech that's worth a few hundreds. Except in a true emergency... but how do you apply an enchantment in a jiffy?
Thus, I always look at +4 half-plates with disbelief.
I always thought it just happens when part of a magic set is lost and replaced with some mundane pieces.
If my +3 longsword (arming sword) tip breaks, and I have it ground down, to get a short sword, what's the enchantment on that new short sword?
By RAW anything that doesn't involve reforging is allowed, anything that involves heating the metal strips it of enchantments, so half-plate as full plate scraps is still within the rules. At least that's how I remember it. Grinding blade down would probably fall into that too