D&D 5E Realistic/Historic armor for D&D (Homebrew)

Arch-Fiend

Explorer
so I'm not really a huge fan of 5e, but i got into a discussion the other night with someone on discord about realistic armor, they sent a video about a guy refuting another guy i watch on youtube's argument that armor should not be based on AC but instead damage resistance. i kinda think "why not both?" so here you go

also here's a google doc's version with commenting enabled Realistic armor D&D 5e

Armor and armor class

Touch ac and full armor class
This system re-introduces the concept of touch ac as a form of armor class that exists outside a characters bonus from armor, when an attack is made, it is made against touch ac plus full armor class, if the attack fails to pass touch ac, then it deals no damage, if it exceeds touch ac but not full armor class, then armor protection applies, if an attack exceeds full armor class (which is always does on a roll where the die lands on 20) then the weapon deals damage without armor protection.
Full armor class is in addition to touch ac, to calculate full armor class, add it on top of touch ac.
Some armors have the glancing quality, this quality gives them some touch ac making it a bit of a holdover from how D&D normally handles ac from armor but to a lesser degree. Glancing represents a plate armor’s ability to deflect a blow that would still hit a character not wearing that armor.

Bonuses to armor class
The full armor class bonus from armor is high, because it represents how much of a wearer’s body this armor covers, which is often 85% or more, very hard to hit around without great skill. This naturally high bonus to full armor class means that some outside bonuses to armor class could be too much, thus as a dm you must decide whether some bonuses to ac stack with full armor class or only apply to touch ac. As a rule all bonuses to armor class that normally apply to an armored character in 5e should still apply to an armored character’s touch ac.

Armor protection
Armor protection is a form of reduction in damage that armor grants the wearer which protects the wearer from all forms of hitpoint damage unless an attack roll is made to exceed the wearer’s full armor class. Armor protection reduces damage from all sources based by a set value given on the table, when armor protection applies, reduce total damage by that amount before applying damage reduction or resistance.



Historical armors
ArmorCostFull armor classArmor protectionStrengthStealthWeight
Light armor.
Touch ac: 10+dex
Leather50gp+193 (-1 against bludgeoning)10lb
Gambeson100gp+195 (-3 against bludgeoning)10lb
Medium armor
Touch ac: 10+dex (max 2)
Hide150gp+196 (-2 against bludgeoning)20lb
Scale300gp+18 (-2 vs piercing)6 + metal (-2 vs bludgeoning, halve metal bonus vs bludgeoning)Disadvantage30lb
Chainmail500gp+19 (-2 vs piercing)8 + metal (-2 vs bludgeoning, half metal bonus vs piercing, no metal bonus vs bludgeoning)Disadvantage30lb
Heavy armor
Touch ac: 10
Banded plate750gp+15 +2 touch ac10 + metalStr 13Disadvantage35lb
Lamellar1000gp+16 +2 touch ac (-2 vs piercing)10 + metal (3/4 metal bonus vs bludgeoning (round down))Str 15Disadvantage45lb
Field plate1500gp+14 +4 touch ac12 + metalStr 15Disadvantage45lb
Metals
Bronze-200gp2Str 11 or +1+5lb
Mild steel+0gp4
Medium steel+500gp8
High steel+1500gp16
Gambeson: thick layers of fine linen quilted into a tough pattern thick enough to catch arrows and blades, gambeson is soft and offers only a minor cushion against blunt force trauma. Gambeson was often used as armor worn beneath metal armors.




Banded plate: also known as roman lorica segmentata this armor is a series of thick but simple lames of metal riveted and jointed together to form large thick plates with decent flexibility.

Lamellar: hundreds of thick plates ranging from the 2 to 4 inches in diameter are laced intricately together with brightly colored cordage producing flexible and sturdy armor.



Fantasy armors
ArmorCostFull armor classArmor protectionStrengthStealthWeight
Light
Touch ac: 10+dex
Studded leather60gp+194 (-2 vs bludgeoning, -1 vs piercing)15lb
Medium armor
Touch ac: 10+dex (max 2)
Chain shirt100gp+10 (-2 vs piercing)8 + metal (-2 vs bludgeoning, half metal bonus vs piercing, no metal bonus vs bludgeoning)Disadvantage20lb
Breastplate400gp+10 +2 touch ac12 + metal20lb
Half Plate750gp+13 +2 touch ac12 + metalDisadvantage35lb
Heavy armor
Touch ac: 10
Ring armor200gp+198 + metal (as hide armor vs bludgeoning and piercing damage)Disadvantage35lb
Splint250gp+18 (-4 vs piercing)10 + metalStr 15Disadvantage45lb
Magic armor: magic armor grants a bonus to touch ac and increases armor protection by its enhancement bonus.




Adamantine and mithral: these 2 magical armors can only be made with high steel metal properties, thus should not be introduced into your game until the level you believe players should be able to afford that quality of armor.

Shields: the ac bonus from shields applies to touch ac


Natural armor bonus
The natural ac of creatures also changes in realistic armor for D&D 5e and behaves much like normal armor. All natural armor counts as light armor for determining touch ac. The full armor class of a creature with natural armor requires some thought on a dm’s part about what a creatures natural armor represents, is it thick skin or hide? Is it scales? Or is it thick boney plates?
Hide completely covers a creature even more than leather armor can, granting it a +20 full armor class, scales are slightly less covering as weapons can slip under the surface granting a +19 (to represent glancing, reduce scale’s full armor protection by 1 per size category above medium while give it 1 touch ac per each reduction) full armor class, lastly thick plates have joints where exposed flesh is often only inches from the surface or completely exposed granting only a +14 full armor class +4 touch ac.


Natural armor protection
The natural armor protection can be found by taking a monsters original ac from the monster manual and subtracting 10 and the monster’s bonus from dex. Alternatively take the creature’s cr subtract 10 and the monster’s bonus from dex. The highest result should be used for the creature’s natural armor protection.

creatures with armor protection from scales have +2, creatures with armor protection from plates have +4, if scales or plates are made of metal they gain the bonus from metal like manufactured armors.

size: creatures size categories contribute to their armor protection as their hides, scales, and plates are thicker. large creatures have +1 to armor protection, huge creatures have +2 to armor protection, and gargantuan creatures have +4 to armor protection. Creatures larger than gargantuan have +8 to armor protection


Weapons

Weapon properties

Niche picker: when used in melee these weapons have a +2 bonus to attack rolls vs metal armors and plate natural armor. The weapons with this property include daggers, short swords, and rapiers

Half-swording: weapons with this property can be wielded 2 handed in the half-sword position as a bonus action, while in the half sword position the damage they deal is 1d6 piercing and grants +2 to attack rolls vs metal armors and plate natural armor. Another bonus action is required to stop half-swording Weapons with this property include javelins, spears, greatswords, halberds, and longswords


Special weapons

Dagger: a dagger’s niche picker bonus to attack is doubled when used while grappling the target of your attack.

Javelin: a javalin’s half-swording bonus to attack is doubled when used while grappling the target of your attack

Longsword: a longsword’s half-swording bonus to attack is doubled when used while grappling the target of your attack

Armor piercing arrows/bolts: designed specifically to pierce armor these arrows gain a +2 bonus to hit vs leather, gambeson, hide, scale, chainmail, lamallar, and chain shirt. weapons using armor piercing arrows use a damage die that deals 2 less damage, for example a longbow would deal 1d6 damage with armor piercing arrows. Armor piercing ammo costs as much as regular arrows/bolts and have the same weight.


Combat

Opportunity attack
when an opportunity attack may be made is changed from "when a hostile creature that you can see moves out of your reach" to "when a hostile creature that you threaten moves from a square that you threaten" in all other ways opportunity attacks are unchanged.


Conditions

Overwhelmed
when a character or creature is threatened in melee by 2 or more opponents, it is considered overwhelmed. an overwhelmed creature takes a -1 penalty to its touch ac for every 2 opponents that threaten them. for example if 3 characters threaten a creature with melee attacks then that creature takes a -1 penalty to their touch ac, if another character joins in threatening the creature then their touch ac is reduced by another point. the overwhelmed condition represents a characters inability to account for so many potential threats at one time.

being in the middle of a swarm enemy (even if such enemies do not yet exist in 5e) would count as being threatened by 2 enemies for the purposes of a character's distraction by multiple threats.

it is suggested that the overwhelmed condition not be used alongside the optional rule of flanking
 
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JiffyPopTart

Bree-Yark
I'd say that if someone was interested in expanding the armor system in 5e to feel more historical or realistic it should include hit locations and different armors covering different parts of the body.

The fact that helmets are just magic-item-slots in DnD should surely be addressed as well.
 

I honestly think that this is less realistic than the regular 5e AC. If you look at the effect of historical armor it doesn't "reduce damage". It either blocks a disabling blow, or it doesn't. "Half damage" isn't a thing in real combat.
 

Tony Vargas

Legend
. If you look at the effect of historical armor it doesn't "reduce damage". It either blocks a disabling blow, or it doesn't.
D&D doesn't get into disabling blows until you're out of hps. But armor notoriously, say, prevents penetration by some deadly bit of metal, leaving you a nasty bruise instead of a fatal wound.
In D&D, might be modeled as a better death save or something, I suppose...?
"Half damage" isn't a thing in real combat.
Sure is in D&D, tho.

But, yeah, 'realistically' armor would provide both sorts of protection, it'd reduce the severity of some blows, and completely deflect others - like in, oh, GURPS.
 
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Charlaquin

Goblin Queen (She/Her/Hers)
Some interesting choices regarding what went on the historical armors table and what went on the fantasy armors table. Is scale supposed to be Lorica plumata? I kind of understand putting half-plate in fantasy armors since a knight wearing only parts of a plate harness would be an oddity past the 14th century. But wouldn’t breastplates and haubergeons (chain shirts) be among the historical armor?
 

Charlaquin

Goblin Queen (She/Her/Hers)
I honestly think that this is less realistic than the regular 5e AC. If you look at the effect of historical armor it doesn't "reduce damage". It either blocks a disabling blow, or it doesn't. "Half damage" isn't a thing in real combat.
I don’t know, given that HP in D&D is more like an abstract measurement of stamina than a measure of how many “disabling blows” one can take, I think armor as damage reduction makes sense. Armor functions both to prevent you from being cut or impaled, and to distribute percussive force, and any hit you take will wear you down somewhat, but the better your armor is at dispersing that force, the less of a problem it’ll be.

This is all far too complex for my taste, but I see what the OP is going for.
 

Sacrosanct

Legend
I honestly think that this is less realistic than the regular 5e AC. If you look at the effect of historical armor it doesn't "reduce damage". It either blocks a disabling blow, or it doesn't. "Half damage" isn't a thing in real combat.

I don’t know how accurate this is. You still feel many blows through armor. Even some serious ones (like bruised or cracked ribs). But the same blows unarmored would result in broken bones or crushed skulls. Armor also means the arrow/bolt only pierced an inch into you, as opposed to 10 inches. So it definitely reduced the severity of damage taken. Not just all or nothing.
 

Touch ac and full armor class
This system re-introduces the concept of touch ac as a form of armor class that exists outside a characters bonus from armor, when an attack is made, it is made against touch ac plus full armor class, if the attack fails to pass touch ac, then it deals no damage, if it exceeds touch ac but not full armor class, then armor protection applies, if an attack exceeds full armor class (which is always does on a roll where the die lands on 20) then the weapon deals damage without armor protection.
I get what you're going for, but I'm not sure that it makes sense, given the way that Strength increases your accuracy. If we're trying to be "realistic" about this, then an ogre swinging a tree trunk shouldn't have any chance of getting between the gaps of your plate armor. Likewise for The Tarrasque.

It reminds me a lot of the Gargantuan Toad, back in 3E days, whose many hit dice afforded it a terrific bonus to Reflex saves. The mechanics just don't work together.
 


If this is your take on armor and 5E, then I think you totally miss the point of 5E. Realism is not the point, fun and playable are.

And then if you are going to try this take on 5E, then what are HP to you? How are you going to justify HP is not meat with this "realism-based" approach?

Step back, ask yourself why, and if 5E isn't the system for you, then find one that is.
 

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