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D&D 5E Armor in D&DNext


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Stormonu

Legend
I had posted this in the other thread, but this was my thought:

Light Armor grants the opponent Damage Advantage (roll 2 dice for damage, keep the best) [Vulnerable?].

Heavy Armor grants the opponent Damage Disadvantage (roll 2 dice for damage, keep the worst) [Resistant?].

<edit> Yeah, this redefines what they were thinking for Resistant, but I think I like taking the lower of two damage dice better than lower of two attack rolls.
 
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Wiseblood

Adventurer
If I may suggest let people keep their dex bonus in all armors. I mean Eric the Swift doesn't become Eric the Average by donning heavier armor.

Strong characters do not lose their strength bonus when they use large weapons. Why should agile characters lose their dexterity bonus when wearing armor?
 


drothgery

First Post
This might sound crazy, but perhaps, it's not meant to be "balanced"?

Believe it or not, not all armor is created equal. Maybe they are trying to make armor act like it does in the real world, not arbitrary game mechanics?
The system uses AC and hit points, and armor makes you harder to hit, so I'd say no on this.

(for the record, I think D&D armor should act like D&D armor, but it's not in any way realistic)
 

S

Sunseeker

Guest
This might sound crazy, but perhaps, it's not meant to be "balanced"?

Believe it or not, not all armor is created equal. Maybe they are trying to make armor act like it does in the real world, not arbitrary game mechanics?

Because when we're concerned with simulating reality, we should focus on how armor works....

Because the 40 ft fire-breathing lizard is obviously realistic.
 

variant

Adventurer
I think the primary reason that light, medium, and heavy are hard to balance is that there is only a single bonus used to balance them which is AC. I still think that adding damage reduction as well as a defense stat would go a long way into improving balance and options.
 


ren1999

First Post
The Armor Table in the Play-Test is broken and favors dexterity over the armor itself. Here is a revised summary of my armor table.

There are problems with this table. For example, I would like a character to still be able to move 4 squares per round in full plate with a heavy shield. I think the dexterity penalties are too high. Anybody have the math to fix this?

Armor Table
None ac10+0, weight 0kg (1 liter of milk weighs about 1kg)
Padded ac10+1, weight 500grams
Leather(includes Hide) ac+2, 1kg
Studded ac10+3, 1.5kg
Chain ac10+4, Dex-1, 2kg
Scale ac10+5, Dex-2, 2.5kg
Banded ac10+6, Dex-3, 3kg Speed-1
Splint(includes Half-Plate) ac10+7, Dex-4, 3.5kg Speed-2
Plate ac10+8, Dex-5, 4kg Speed-3

This armor stacks with
Light Wooden Shield ac10+1, 600grams
Heavy Wooden Shield ac10+2, 700grams speed-1
Light Steel Shield ac10+3, 800grams speed-1
Heavy Steel Shield ac10+4, 900grams speed-2
no two-handed weapons with a shield
no off-hand weapons with any heavy shield

AC10+Armor Bonus+Shield Bonus+Dexterity Modifier+Feat or Power Bonus+Magic Abjuration
 
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Personally I think they need to drop a few armour types and just use pre 3E style. OK keep light/med/hvy but have all med armours higher AC than light, and all heavy better than med.
 

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