Big Mac wrote:I'm not really sure how to find those other things (the grey drops, tier gear, crafted sets, etc).
I don't know of an easy way to look up the model sets (at least, for stuff other than the tier sets), but I seem to recall that most of the early WoW cloth armor was either the base model with a texture, or the robe model.
I guess that, if I wanted to make a big list, I could always add on other items later, as I discovered them.
Big Mac wrote:I'm not even sure I could put 600+ types of cloth armour into a tabletop game. I figure that lots of them would be statistically identical (or might have non-AC benefits - like a reaction bonus with a certain faction) but even if I had a hypothetical netbook that listed just the set names and AC bonuses, I could see it being pretty big.
I think the useful part of the system (other than the per-model set looks) is the suffix system. If you wanted the "randomized drop" feel that the game has, you could have a table of "of the monkey, of the prophet, of the whale" etc., and roll at the time the person picks it up. Possibly even letting the player roll, although that has the disadvantage that the player may blame themselves for something useless. Also, since the stats vary between tabletop and MMO, you'd want to adapt the suffixes some.
A random treasure table for cloth armour (or more probably a set of random tables) is a great idea.
I guess that one thing that is a bit wonky about the "MMO drops" is that some of them bear no relation to the NPCs or monsters that you are attacking. If you kill a boar, for example, you should usually only find boar parts. (Although I guess you could find part of a hand in its stomach, that is wearing a magic ring, if it has eaten someone.
So, I am guessing that cloth armour that is found after defeating enemies would mostly
be stuff they are wearing and we would mostly
be talking of stripping dead people naked and putting on their undamaged clothes!
I suppose there could be some enemies who have spare clothes in a backpack. Maybe someone has some magical cloth armour in their backpack, and is not expecting to fight, when they meet the PCs.
If I went with that sort of feel (unless someone else can think of a better way for looting the dead to work) perhaps a group of bandits would all be wearing similar random cloth armour sets when they tried to ambush the PCs, so that the PCs could recover a few identical items from different dead NPCs.
Having looked at the system again, I do understand it better and I realise that it is optimised to single WoW MMO abilities, pairs of WoW MMO abilities, trios of WoW MMO abilities or even sets of four WoW MMO abiliites (or to secondary abilities). I never even noticed it was like that, when I was playing the MMO. (It does seem a bit overly crunchified.) I see why you say that everything would need a reboot for tabletop play.
I was really only thinking of cool names for cloth armour that had +1, +2, +3 to armour class, but if WoW: RPG tabletop had armour that did different things, that could possibly be a reason for NPCs to look out for various different types of cloth armour.
Beyond that, maybe just the appearance is sort of cool. And, honestly, the idea of enchanted twill
is fun. (It's not that it looked that great, there were better RP gear choices in vanilla, but it was one of the few gray drop sets that was actually a set -- it had 8 pieces, and was its own thing. There are cooler hats now.)
I can see something like twill being a local fashion thing. If we trace this back to the people who are creating it, then there would be people weaving twill and people enchanting that twill. According to Wikipedia's twill article
, there are a number of different twill patterns, so it would be relatively easy to have a cottage industry supplying a specific weave of twill (like diamond twill) in a specific part of the world.
That does look pretty good. And "black mageweave" is a great name for a magical cloth.
I think that adding a lot of different magical (and maybe non magical) cloths, could be a way to make a tabletop world seem like it has a lot of mundane stuff going on in the background. Players wouldn't need to learn all the stuff (and GMs would not need to learn it all either) but if the PCs were looking for a group of bandits, and had a description of what some of them were wearing, that might be a way to make clothing (magical or not) more interesting.
One thing about this armour you linked me to, is that it is "bind when equipped" armour. That isn't something I see in regular D&D (except with cursed items). I find it harder to believe that people can pick up "bind when equipped" items, as loot, because I would expect someone who is walking around with a pair of magical boots to put them on (and therefore bind them to their body). I might start a new thread to discuss that.