Watching Sawyer design a combat system is epic fail / face palm every time he comes up with something.
For example, regarding the armor thing, I can think of a better system off the top of my head. Like so, index style:
- Scrap the concept of heavy/medium/light armor, it's stupid.
- Better armor as in plate over leather gives higher DT.
- Big weapons as in greataxes, greatswords, military hammers have huge damage but are very slow.
- Normal weapons as in swords, regular axes, spears have good damage and normal speed.
- Light weapons as in daggers, rapiers, short swords have low damage but are very, very fast.
- Balance speed and damage as in the points above so that against 0 DT, light weapons have best DPS, against medium DT (leather armor), normal weapons have best DPS, and against high DT (plate), big weapons have the best DPS.
- This also implies that if you attack an agile enemy with a big hammer, before you get your second strike in he has already hit you five times with his dagger. You would do huge damage but you might be dead before you get to deliver it.
- Also, the heavier your armor (as in weight) the more penalty you get to your weapon speed.
- This system brings more depth to the decision of how you equip your characters as there will always be a trade off and it also feels more organic.
There. I just made up a better system in 5 minutes and it also plays better to not having rounds and using a real time engine.