#### the0thMonkey

**Member**

I think the entire system could be summed up with one field, that would describe how well the armour fits. All of the factors that could contribute to how well an armour piece fits would be implicitly included in this one number. Let's say the number ranges from 0-100 (or 0.0-1.0) with 50 being average, 0 being one extreme and 100 being the other extreme (a bell curve centred on 50). You would have a number that denoted your body size, shape, proportions, etc calculated at the beginning of the game. Also, armour pieces (that you found/bought/stole) would have a number indicating who they were intended to fit. Penalties caused by armour not fitting perfectly would be calculated based on the difference between my number and the number of the armour I was wearing. If you brought a piece of armour to the smith, they could adjust it to fit you for a small fee (possibly based on the difference between the original number and the final number). This adjustment would cause the armours number to change from what is was, to your number (plus or minus a bit based on the skill of the smith).

I think this system would work well, but there are definitely other options. If my explanation doesn't make sense, I could provide an example if you wanted.