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removing heavy armor profiency
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<blockquote data-quote="GlassJaw" data-source="post: 7236017" data-attributes="member: 22103"><p>Heh, not exactly, but I appreciate all the discussion! Exactly what I was looking for.</p><p></p><p>I've been doing some investigation and honestly, I'm leaning towards either doing nothing or something fairly simple. The best idea I've heard so far is to replace heavy armor proficiency with the Defense Fighting Style (further, maybe grant light armor +1 AC and medium, +2). Still unsure though. If I did something like that, it feels like it grants an unnecessary bonus to wearing armor, and I'm not sure that makes sense. Again, for a seafaring/pirate campaign, does armor really make sense?</p><p></p><p>Which is why I'm ok with simply making heavy armor (and maybe even some mediums) extremely rare and let the campaign work itself out. If that eliminates some archetypes, I'm ok with that. In this case, it's a situation of the rules enforcing the campaign (the best kind of rules IMO). Also, I'm not concerned with powergaming and simple is better since some of my players are still new to 5e and RPGs in general.</p><p></p><p>I actually took a look at my Conan d20 rulebooks earlier today (still one of my favorite d20 variants) and if I was going to completely reinvent the wheel, I'd do something like that where armor grants DR and there are separate Dodge or Parry AC values (modified by Dex and Str respectively).</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7236017, member: 22103"] Heh, not exactly, but I appreciate all the discussion! Exactly what I was looking for. I've been doing some investigation and honestly, I'm leaning towards either doing nothing or something fairly simple. The best idea I've heard so far is to replace heavy armor proficiency with the Defense Fighting Style (further, maybe grant light armor +1 AC and medium, +2). Still unsure though. If I did something like that, it feels like it grants an unnecessary bonus to wearing armor, and I'm not sure that makes sense. Again, for a seafaring/pirate campaign, does armor really make sense? Which is why I'm ok with simply making heavy armor (and maybe even some mediums) extremely rare and let the campaign work itself out. If that eliminates some archetypes, I'm ok with that. In this case, it's a situation of the rules enforcing the campaign (the best kind of rules IMO). Also, I'm not concerned with powergaming and simple is better since some of my players are still new to 5e and RPGs in general. I actually took a look at my Conan d20 rulebooks earlier today (still one of my favorite d20 variants) and if I was going to completely reinvent the wheel, I'd do something like that where armor grants DR and there are separate Dodge or Parry AC values (modified by Dex and Str respectively). [/QUOTE]
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removing heavy armor profiency
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