by carlo aggaruzzi » Mon Jun 18, 2007 2:35 pm
The following complements what Valina wrote, though there is more to say on this topic. These were my off-the-cuff thoughts.
Anyone can pick up a level 45 sword and can wear level 45 armor. But they can't fight effectively with such equipment unless they have learned how. New gear requires learning the differences in weight, balance, pinch-points, range of motion, range of vision, vulnerabilities, advantages, etc. This explains level requirements for equipment, in most situations. Regarding armor specifically, I like also Valina's point about heavy armor and stamina.
A rise in level doesn't just mean that you're stronger, quicker, tougher, or more enduring. It means you're more skilled. Sometimes that's a qualitative improvement in skill, sometimes it's a quantitative improvement, usually it's both. Up to a point, you can get better at executing maneuvers. Then you can get more consistent at executing them perfectly. You can learn new maneuvers, and get better at them, and more consistent at being perfect. You can learn the same maneuvers under different conditions - different terrain, against opponents of different heights and reaches, while carrying more weight, while wearing different gear. You can learn a new weapon. And so forth and so on. As You learn more weapons, techniques, maneuvers, styles, and conditions, you learn also the counters to each, because everything has a counter, discovered or not. So quantitative improvement becomes qualitative improvement. This is some of my conception of what levels are about. Knowing the opponents and environments is another part. It helps me devise ways to describe, explain, or portray things in character.
The difference between 10th-degree and 11th-degree black belt martial artists of the same discipline is hard to appreciate except by those approaching that level of skill. (And I'm told that, debatably, the differences are largely political rather than skill. But I think my point still holds true.) By level 45 and 46, I would think the difference in reflexes and conditioning is hardly noticeable. But the level 46 character has mastered one or two insights or has mastered another piece of apparatus that the 45 has not. And that has impact on combat effectiveness and sometimes the mastery of more deadly/protective equipment.
Profession requirements are harder to explain. They never made much sense in AD&D, where they originated for RPGs. They were an artificial rule to help provide game balance, with a lot of insufficient rationales after the fact. (Metal armor interferes with magic. Unless you're an elf. But you could wear a lot of metal belt buckles and strap metal darts across your chest, and that won't affect the magic. To quote Urkki, BAH!) I can't think of a good non-magical reason why enchanters' robes are nearly as effective as armor, or why enchanters can't wear armor. I can't think of why rogues can't use a hammer. And many other examples defy my explanation so far.
I can rationalize the rogues' near-exclusive ability to fight with two weapons as a technique that requires special training that only rogues focus on. I like the explanation for warriors' critical strikes Viktor and I collaborate on: clean physical hits or near-misses that leave the opponent off-balance or out of breath, that warriors achieve more often than others (in the Hit Points thread, I think). But losing the ability to use Initiates' items upon gaining profession has no good, non-magical reason that I've identified.