I wanted a custom rule to disincentive worn armor. I'm thinking:
ARMOR IS AWKWARD
- Its hard to move around wearing armor. When you act under fire, subtract from your roll the value of the armor you're wearing.
- Armor also puts you in the mood to bust heads. Armor of a gang is subtracted from Leadership/Pack Alpha rolls made for them.
Here´s why I think they´re not good:
-They mess quite a little with the core rules: the moves are pretty much always 2d6+stat, they almost never have circumstance penalties (other than -1forward), and that´s by design. You´re adding a new layer to the moves rules that goes against the design principles in AW.
-The penalties are BIG. First of all, 1-armor, by the book, may not be armor at all, just a leather jacket. I think it shouldn´t give you a penalty. And second, a -2 (if 2-armor) is SERIOUS SHIT: even a +3 will be turned into a +1, a big difference. You´re not making a little disincentive. Most serious players are gonna drop the armor completely.
-You don´t solve the armor tank issue. Let´s take a gunlugger. He always uses Hard, he´s even got a hard move to run away from combat. So the awkward armor moves don´t bother him: armor doesn´t interfere with seize by force and go aggro, and neither does it with his escape move.
-The move creates weird situations: Maggo wants to stay behind cover and avoid heavy fire until the end of battle. He rolls to act under fire, substracting his armor value. Why? You still have to think whether to apply or not the penalty case-by-case, so I don´t know if it saves you some time or not.
-The move nerfs gang users A LOT: every gang you create by the rules or playbooks has 1 or more armor. What your move does is draw out a lot of power from both chopper and hardholder pcs, who will be pretty much always rolling -1, and that´s a lot. This will lead to fictionally weird situations, like a gang leader telling their gang to drop their armors before heading into combat. Also, remember 1-armor may not be literally armor, so imagine a gang member feeling more secure because he´s wearing a leather jacket. Why?
I´d rather stay within the core rules and add a descriptive tag, like cumbersome, ridiculous or something like that. Tags are not so hard to use, they only pop up when it makes sense in the fiction, pretty much like car weaknesses. When they do, call for a move (like acting under fire), say something that makes sense (no way you´re sneaking into the building with that wonky armor, drop some pieces or you instantly call their attention) or use it when the player fails a move. Easy!