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GM's Closet for the CONAN RPG
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<blockquote data-quote="Water Bob" data-source="post: 6322631" data-attributes="member: 92305"><p><strong>-- BATTLEFIELD ARMOR --</strong></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Because the Hyborian Age can be hell on armor, your PCs may, from time to time, want to search the battlefield for better or replaced equipment. Assume that most warriors keep their armor in good shape. But, a dead warrior obviously took a killing blow, so for any armor taken from a downed foe, reduce the armor's DR by 1d4 points as if the armor had taken a 20 point blow per the rule on page 179 of the Second Edition Conan core rulebook.</p><p></p><p></p><p><strong>BATTLEFIELD ARMOR = REDUCE DR BY 1d4</strong></p><p></p><p></p><p>You may want to take some liberties with this rule if you have good reason that the armor is in poor repair (ancient armor taken from undead, for example) or has really taken a lot of damage on the battlefield (as with snow giants clobbering Vanir warriors). These types of circumstances are unique, and you must make a custom decision.</p><p></p><p></p><p>Remember that a character must be trained to use the armor that he wears (the character must have the appropriate Feat). Otherwise, penalties for not having the correct Feat will be used.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>DOES IT FIT?</strong></p><p></p><p></p><p>Plate Armor has its own special rules for sizing, listed in its description on page 156 of Conan 2E. The other types of armor should be fairly easy to be used by most other people. But, there may be some slight sizing issues. Some armor will be easily adjusted. With chain, it can be a matter of the arms being too long, interfering with the use of a weapon, or the chain is too tight across the chest, not allowing the freedom of movement needed in a fight. Chain or quilted armor that needs adjustment must be done with an armorsmith. Most other types of armor can be adjusted easily by just loosening buckles or making tighter tied leather straps, and this can be done easily by anybody with some time on their hands.</p><p></p><p></p><p>A character's size is measured by adding the modifiers for his Strength, Dexterity, and Constitution attributes. Thus, a character with STR 15, DEX 12, CON 18, would have armor size +7.</p><p></p><p></p><p><strong>SIZE = STR MOD + DEX MOD + CON MOD</strong></p><p></p><p></p><p>To find out how well armor not fitted for a character will wear, simply subtract the higher Size from the lower Size. If the character's Size is greater than that of the armor he is about to try, the new armor will be tight and will be restrictive. If the character's Size is smaller than that of the new armor, then the armor will be loose, making it a bit awkward to wear. If the result of subtracting the two Size ratings is exactly zero, then the fit is perfect, as if it had been fitted for the character.</p><p></p><p></p><p><strong>FIT = Larger SIZE - Smaller SIZE</strong></p><p></p><p></p><p><em>FIT is always an absolute value (so drop any positive or negative signs).</em></p><p></p><p></p><p>For example, if the character above (that wears Size +7 armor) were to find a chain shirt on a dead body, the GM will determine the Size of the chain based on the previous wearer's stats. If the dead body had stats of STR 12, DEX 16, CON 12, then the chain would be Size +4. Since the character's size (+7) is larger than that of the chain shirt (+4), we know that the chain shirt is going to be tight on the character. And, the Fit is 3.</p><p></p><p></p><p>In order to gauge the fit of new armor, make a Fit Check. Roll 1d20 against a target number created by the Fit x 5. In this case, the Fit Check will be d20 for 15 or better. If the check succeeds, the armor is a Near Fit. If the check fails, then the armor does not fit.</p><p></p><p></p><p><strong>ARMOR FIT = d20 for (Fit x 5) or Better</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Success means Near Fit.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Failure means Does Not Fit.</strong></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>NEAR FIT</strong></p><p></p><p></p><p>Where armor is a Near Fit, reduce the maximum DEX bonus allowed by the armor by the Fit number to a maximum of +0 (as is done with Plate Armor on page 156 of Conan 2E). Once the armor is fitted, the maximum DEX bonus for that armor is returned to its normal number.</p><p></p><p></p><p>For example: Using the character above who is attempting to wear the chain shirt, where the Fit is 3, the maximum DEX bonus will be +1 (usually it's +4) until the mail is fitted for the character.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>DOES NOT FIT</strong></p><p></p><p></p><p>Armor that does not fit comes with some fairly severe penalties. First off, the character wearing such ill fitting armor is considered as if he did not have the Feat for that particular armor. For example, if the character above attempting to wear the mail shirt that does not fit him, then the character is not considered to have the Light Armor Feat when regarding this particular piece of armor. The character is subject to the normal penalties for not having the Feat (must use the Armor Check penalty on most throws).</p><p></p><p></p><p>Second, the maximum DEX bonus for the armor is reduced to +0.</p><p></p><p></p><p>Third, the character's actual DEX modifier is reduced by the Fit number with regards to defense. For example, the character in our continuing example has DEX 12. He normally has a +1 to Dodge. But with the Fit 3 penalty, his DEX modifier is considered to be -2, and as stated on page 171, a DEX penalty is applied to both Dodge and Parry AC. Thus, the character, wearing a chain shirt that does not fit, must use the -3 Armor Check penalty on most throws, and he has a -2 penalty to his defense AC.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>FITTING ARMOR</strong></p><p></p><p></p><p>When Fit = 0, the armor is considered to be fitted, and no penalty applies. With most armors, the fit penalty can be avoided by adjusting the armor's straps and catches. This just takes some time trying on the armor, adjusting, then trying the armor on again to see if the adjustments are correct. Some armors, like chain and the quilted jerkin, require alteration to the armor itself, and therefore cannot be made on the spot normally.</p><p></p><p></p><p><strong>Armors that are easily fitted include:</strong> Leather Jerkin, Brigandine Coat, Scale Corselet, or Scale Hauberk.</p><p></p><p></p><p><strong>Armors that require alteration to fit properly include:</strong> Breastplate, Great Helm, Mail Shirt, Mail Hauberk, Quilted Jerkin, Steel Cap, Visored Helm.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p><strong>GORE</strong></p><p></p><p></p><p>One other thing to remember is that human beings are not pleasant sights after big holes have been ripped into them. Chain mail may be easy to clean, but armors like Leather and Quilted Jerkins will soak up blood and gore and probably be made useless just from that (and most armors use at least some leather). Employ appropriate smell and CHR penalties if a player insists his character wear armor where the gore cannot be cleaned appropriately. You may even want to consider disease.</p><p></p><p></p><p>As an arbitrary measure, consider that there is a 5% or 10% chance that the armor on a dead body will not be fouled completely with gore. Be a lot more lenient with helmets. Also, consider allowing a character to use the piecemeal armor rules from the Barbaric supplements in order to piece together armor from different sources.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6322631, member: 92305"] [B]-- BATTLEFIELD ARMOR --[/B] Because the Hyborian Age can be hell on armor, your PCs may, from time to time, want to search the battlefield for better or replaced equipment. Assume that most warriors keep their armor in good shape. But, a dead warrior obviously took a killing blow, so for any armor taken from a downed foe, reduce the armor's DR by 1d4 points as if the armor had taken a 20 point blow per the rule on page 179 of the Second Edition Conan core rulebook. [B]BATTLEFIELD ARMOR = REDUCE DR BY 1d4[/B] You may want to take some liberties with this rule if you have good reason that the armor is in poor repair (ancient armor taken from undead, for example) or has really taken a lot of damage on the battlefield (as with snow giants clobbering Vanir warriors). These types of circumstances are unique, and you must make a custom decision. Remember that a character must be trained to use the armor that he wears (the character must have the appropriate Feat). Otherwise, penalties for not having the correct Feat will be used. [B]DOES IT FIT?[/B] Plate Armor has its own special rules for sizing, listed in its description on page 156 of Conan 2E. The other types of armor should be fairly easy to be used by most other people. But, there may be some slight sizing issues. Some armor will be easily adjusted. With chain, it can be a matter of the arms being too long, interfering with the use of a weapon, or the chain is too tight across the chest, not allowing the freedom of movement needed in a fight. Chain or quilted armor that needs adjustment must be done with an armorsmith. Most other types of armor can be adjusted easily by just loosening buckles or making tighter tied leather straps, and this can be done easily by anybody with some time on their hands. A character's size is measured by adding the modifiers for his Strength, Dexterity, and Constitution attributes. Thus, a character with STR 15, DEX 12, CON 18, would have armor size +7. [B]SIZE = STR MOD + DEX MOD + CON MOD[/B] To find out how well armor not fitted for a character will wear, simply subtract the higher Size from the lower Size. If the character's Size is greater than that of the armor he is about to try, the new armor will be tight and will be restrictive. If the character's Size is smaller than that of the new armor, then the armor will be loose, making it a bit awkward to wear. If the result of subtracting the two Size ratings is exactly zero, then the fit is perfect, as if it had been fitted for the character. [B]FIT = Larger SIZE - Smaller SIZE[/B] [I]FIT is always an absolute value (so drop any positive or negative signs).[/I] For example, if the character above (that wears Size +7 armor) were to find a chain shirt on a dead body, the GM will determine the Size of the chain based on the previous wearer's stats. If the dead body had stats of STR 12, DEX 16, CON 12, then the chain would be Size +4. Since the character's size (+7) is larger than that of the chain shirt (+4), we know that the chain shirt is going to be tight on the character. And, the Fit is 3. In order to gauge the fit of new armor, make a Fit Check. Roll 1d20 against a target number created by the Fit x 5. In this case, the Fit Check will be d20 for 15 or better. If the check succeeds, the armor is a Near Fit. If the check fails, then the armor does not fit. [B]ARMOR FIT = d20 for (Fit x 5) or Better Success means Near Fit. Failure means Does Not Fit.[/B] [B]NEAR FIT[/B] Where armor is a Near Fit, reduce the maximum DEX bonus allowed by the armor by the Fit number to a maximum of +0 (as is done with Plate Armor on page 156 of Conan 2E). Once the armor is fitted, the maximum DEX bonus for that armor is returned to its normal number. For example: Using the character above who is attempting to wear the chain shirt, where the Fit is 3, the maximum DEX bonus will be +1 (usually it's +4) until the mail is fitted for the character. [B]DOES NOT FIT[/B] Armor that does not fit comes with some fairly severe penalties. First off, the character wearing such ill fitting armor is considered as if he did not have the Feat for that particular armor. For example, if the character above attempting to wear the mail shirt that does not fit him, then the character is not considered to have the Light Armor Feat when regarding this particular piece of armor. The character is subject to the normal penalties for not having the Feat (must use the Armor Check penalty on most throws). Second, the maximum DEX bonus for the armor is reduced to +0. Third, the character's actual DEX modifier is reduced by the Fit number with regards to defense. For example, the character in our continuing example has DEX 12. He normally has a +1 to Dodge. But with the Fit 3 penalty, his DEX modifier is considered to be -2, and as stated on page 171, a DEX penalty is applied to both Dodge and Parry AC. Thus, the character, wearing a chain shirt that does not fit, must use the -3 Armor Check penalty on most throws, and he has a -2 penalty to his defense AC. [B]FITTING ARMOR[/B] When Fit = 0, the armor is considered to be fitted, and no penalty applies. With most armors, the fit penalty can be avoided by adjusting the armor's straps and catches. This just takes some time trying on the armor, adjusting, then trying the armor on again to see if the adjustments are correct. Some armors, like chain and the quilted jerkin, require alteration to the armor itself, and therefore cannot be made on the spot normally. [B]Armors that are easily fitted include:[/B] Leather Jerkin, Brigandine Coat, Scale Corselet, or Scale Hauberk. [B]Armors that require alteration to fit properly include:[/B] Breastplate, Great Helm, Mail Shirt, Mail Hauberk, Quilted Jerkin, Steel Cap, Visored Helm. [B]GORE[/B] One other thing to remember is that human beings are not pleasant sights after big holes have been ripped into them. Chain mail may be easy to clean, but armors like Leather and Quilted Jerkins will soak up blood and gore and probably be made useless just from that (and most armors use at least some leather). Employ appropriate smell and CHR penalties if a player insists his character wear armor where the gore cannot be cleaned appropriately. You may even want to consider disease. As an arbitrary measure, consider that there is a 5% or 10% chance that the armor on a dead body will not be fouled completely with gore. Be a lot more lenient with helmets. Also, consider allowing a character to use the piecemeal armor rules from the Barbaric supplements in order to piece together armor from different sources. [/QUOTE]
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