Okay, this looks pretty good to me. The more I think about it, the more fair it seems
I'm glad you see things this way.
I'm not sure the damage % modifiers are actually going to make that much difference in practice. If you take 10 damage and your full plate takes 10% of it, that's not a whole lot a difference. Similarly, if Aerie takes 50 damage and her studded leather takes 5%, she's still (nearly) dead. The key factor is going to remain whether you take any damage at all, which is still determined by AC.
This is worth considering, I admit. The only problem with this is that we can only use %s when it comes to damage resistance. Fixed amounts (as seen in
IWD2 for example) are not available in
BG2.
This way we are stuck with those %-s, and that means a much harder balancing part.
Have you considered simply upping the damage resistance to something far higher and dropping AC bonuses completely? Hence, armour would absorb damage, and AC would represent your ability to dodge. (That's what I tried.) That said, keeping the AC bonuses in does appear to make it better balanced-- I'd just be concerned that you're effectively making heavier armour much weaker than it currently is (potentially a decrease of 4 AC from the dexterity penalty of full plate) without a significant advantage to compensate.
To be honest, making heavy armors weaker than they currently are was one of my goals - or to be more precise, I wished to make it more useful to less dextrous characters, because these won't suffer any additional penalties from wearing them (aside the slight decrease in movement rate), since their DEX score is already low. On the other hand, agile characters with a DEX score of 17+ will benefit much less from these types of armor, just as they should. As a compensation, they'll find once again re-equip all those "useless" Studded Leathers, because most of their skills and ability score bonuses will remain untouched by them.
As for the damage resistance bonus, it is mostly there to compensate for the other losses (and of course to show the impact-reducing aspect of armors). As I said to Feanor a bit before, we are still open towards any balancing discussions, so I guess I can accept a slight increase in the bonuses of heavier armor types.
I don't believe THAC0 penalties should be implemented, because I'd imagine that's already represented sufficiently by the dexterity drop.
Absolutely.
Also, remember to implement minimum dexerity requirements to wear the armours, otherwise characters'll put on full plate mail and chunk because they only have 4 dex.
Heh, this is a good point, really..
Thanks for the note!
Finally, since it's been raised here, I'd be thrilled to see item requirements dropped and balanced properly. It'd be lovely to have AoE's Universal Weapons, my backstab tweaks, the armour revisions, and so on, combined into a well balanced sum which wouldn't have the stupid PnP usability restrictions.
Well, we have basically similar dreams then. We are already discussing the possibilities of a modification that would deal with item restrictions in a proper way - but that is for the future for now.