I simply meant that it could be balanced and would give much more depth to RPG component. In fact this isn't armor type, but set of parameters whose index is more or less then each other. That's why there were no a lot intelligence/agility plate in classic, spirit and mp5 was a thing (good separate mechanics for resource management of each of classes that added depth and complexity, magicians use mana pool and special mechanics, healers - mana regeneration). Everyone chose "their own type of armor" on these grounds, but then people began to cry, that it's difficult and boring so everything was removed. Then they implemented bonus so no one can choose "not their type of armor", and recently "not your" items stopped even droping to you. I guess that stuff like different type of DK runes and etc were deleted for the same reason. Old talent tree - the same reason, so no one could choose "not those talents", but Cataclysm didn't help, because they underestimated degree of human "stupidity", and MoP came with even greater losses, followed by WoD, next - Legion even with separate branchs for PvP/PvE (so that you couldn't use "inappropriate" abilities in "inappropriate" place (toys' restrictions?)). From a certain point (from Cata/WotLK/BC?), this also applies to quests, which means dumb leveling experience (questing). That's why people are talking about no choice. Blizzard decided that only they have right to define which way is right and which is not, and this concerns items, talents and any buttons that you press. You have no choice, the only way you can go is that developers have imposed on you, so you can't even find out is it wrong one or not (give me right to make a mistake! or may be clever move?). But it lost sense in some way now, because BG stats ̶equalization (= they lied that removed them, and in fact simply made them less noticeable), zone/items-stats(lvl+class) scaling, personal loot and other PvP-toggle (so that you can't even choose "not your" type of server) idiocy (+ not your type of "customization"?). Specially for players they create illusion that you're never wrong (you just can't be, this is design restriction, nothing depends from you), that relaxes and dulls you (for greater effect they even remove "unnecessary" professions, there is no need to be distracted, just mindlessly press your rotation!), and that's what people mean when they use word "casual" (that's main selling strategy now), but it doesn't quite fit here... but nothing ever changes, they still continue to underestimate human stupidityFlorena Emberlin
It plays into the fantasy of a class to a degree. A rogue in plate wouldn't feel quite the same as a rogue in leather. Necromancers are just a type of mage basically, and have always been portrayed as robe wearing spellcasters. And mail is only one armor class down from plate wearing dks. It's not the only thing, but for me it's a case where if you have to stray too far from what's established for a class already, and this is a class that's been around since at least wc 3, why bother making it that class in the first place? I don't feel there's room for a traditional necromancer in WoW and putting them in mail would at best make them feel off from what's established making me wonder why they even went with necromancer then, and at best would be an arbitray difference that means nothing at which point why not just give them cloth? I mean blizzard made a 4th leather class before a 3rd mail class, clearly they're not bothered by uneven armor distribution. So giving them mail just feels like a forced attempt to make them stand out from warlocks slightly more.Open question remains: so may be system should be designed with disregard of such people? (so they could become better?)
Fantasy isn't the word you wanted to use. Fantasy doesn't mind magicians wearing chainmail or plate, complexity of implementation against this, as this will balk to balance stuff.
- heavier armor - it means inconvenient to body manipulate and more difficult to move, less ability to evade, more physical strength is required to detriment of intellectual component; besides heavier armor doesn't mean better protection, material is important, mechanics of defense are (physic/magic) - that's what means fantasy
Diablo had relatively sane implementation of this, but WoW limited everything to Shamans, who in original concept are combat Mages, heavy Necromancers in some way (without full fantasy implementation, only partly) are DK, heavy Priests in the same partly way are Paladins and heavy Rogues are Warriors. You could say that - No, they are completely different! - and would be right, but only because it's not armor type that determine this.
Note: It's silly to refer to Warcraft characters in this sense, since most orc warriors obviously didn't wear plate armor. And there are too many similar examples in order to fit them all into 1 message. Also their classes were partially blurred, not to mention lack of any specific specialization for them - which only proves stupidity of current "Class philosophy".
It's just game restriction (realization) what you are talking about, which we're all used to. You better not call this fantasy, fantasy is how and why this armor will be/not used
But all right, we moved somewhat to offtopic- so, why not make class which can manipulate this parameters?
tl;dr chainmail armor doesn't ruin any fantasy
Firstly it concerns only D&D; secondly I have already noted logic above (ie, laws of a concrete fantasy world, and neither in WoW nor in Warcraft, there are no such restrictions), and finally the third - Warcraft necromancers don't use arcan magic, and here is a big problem which was mentioned in link from previous message: Blizzard never introduced separate death magic type in this game. For these reasons, in this case you are still wrong and chainmail armor doesn't violate any fantasy (it's not class, but magic school restriction), but also none of its types do, so choose will depend entirely on implementation.scubistacy
I disagree. D&D explicitly has rules about armour giving you a spellcasting penalty on arcane spells. The more cumbersome the armour, the less are you able to perform gestures needed for the spell to go off. So, typical arcane spellcasters are not wearing armour at all, or only cloth armour, and help themselves with magical items granting armour class bonuses and with armour spells. I would see a Necromancer in this bunch. For a melee spec, the Necromancer just could use the Bone Armour thing to gain more armour or to mitigate damage by applying a HP shield or something like that.
So, no chainmail for the Necromancer in my regards. Beside that, the concept looks interesting, though I would not agree on every detail.

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Open question remains: so may be
. You could say that - No, they are completely different! - and would be right, but only because it's not armor type that determine this. 

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