Spielerando

Heavy armor should make the dodge roll shorter step by step, not fall off a cliff

Role-playing games let you carry more and more, and the way the hero moves should tell you how heavy the pack is. Hard tiers make players weigh their gear to the last gram. A smooth curve rewards every choice a little. Here is a table and the way to read in between.

Why this works

Players read the pack as a dial, not a ladder. When every extra item shifts the roll a little, each choice about what to carry matters a little, and nobody is pushed to game a hidden line by dropping one small thing.

When not to use it

Skip it when the game wants a clear, readable rule such as light, medium and heavy gear classes that players pick on purpose. Then use a few named tiers and show them plainly, so a build is a choice, not a sum.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 51 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Heavy armor should make the dodge roll shorter step by step, not fall off a cliff" (read_entry rpg-equip-load-roll-curve) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP