Crimson Longinus
Legend
So I've been working on this setting where the most advanced civilisations are on early bronze age tech-level and a lot of the world is basically at the late stone age. So reflect this I want to make armour less necessary, but still not remove it completely. The basic idea is lessen the AC increase that armour gives, but let characters to add half of their proficiency bonus (rounded down) to their AC.
So light armour is basically gone. Or it at least provides no benefit unless magical. This means that casters and light armour users both use the 'unarmoured' column of the table. This benefits casters a bit, so I might compensate by removing Mage Armour spell. It is a boring tax spell anyway. Now you don't have it but your standard AC is better. I also changed how Unarmoured Armoured Defence Class Feature works to be more consistent with these rules.
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(The table also only contains useful armour, I didn't want armours who were just objectively worse in every way except cheaper. So now there should be some benefits and drawbacks in every armour.)
* This is basically a leather armour reinforced with some bones, bronze bits etc.
** This is a heavy bronze plate armour like Dendra Panoply (though maybe quite not so goofy looking.)
Shields work as normal.
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So does this terribly break anything? I know ACs scale now a bit while they otherwise wouldn't, but maybe two points across twenty levels is not so big of a deal? Especially as that can be compensated by not giving super good magical armour. I am a bit unsure if the starting level is too high though... Should they all be one point lower? Also these rules do not need to withstand free-for-all min-maxing, merely to be good enough to be used in a home game in a controlled environment without causing serious bugs or issues.
Thoughts?
So light armour is basically gone. Or it at least provides no benefit unless magical. This means that casters and light armour users both use the 'unarmoured' column of the table. This benefits casters a bit, so I might compensate by removing Mage Armour spell. It is a boring tax spell anyway. Now you don't have it but your standard AC is better. I also changed how Unarmoured Armoured Defence Class Feature works to be more consistent with these rules.
+++
(The table also only contains useful armour, I didn't want armours who were just objectively worse in every way except cheaper. So now there should be some benefits and drawbacks in every armour.)
Light/no Armour | ||||||
Unarmoured | Free | 11+ ½ prof + dex mod | ||||
(Unarmoured Armoured Defence) | (Class Feature) | 11+ prof + dex mod | ||||
Medium Armour | ||||||
Leather Armour | Cheap | 13+ ½ prof + dex mod (max2) | ||||
Composite Armour* | Kinda cheap | 14+ ½ prof + dex mod (max2) | disadvantage | |||
Heavy Armour | ||||||
Scale Armour | A bit expensive | 16+ ½ prof | disadvantage | |||
War Panoply** | Crazy expensive | 17+ ½ prof | disadvantage | Speed -5 |
* This is basically a leather armour reinforced with some bones, bronze bits etc.
** This is a heavy bronze plate armour like Dendra Panoply (though maybe quite not so goofy looking.)
Shields work as normal.
+++
So does this terribly break anything? I know ACs scale now a bit while they otherwise wouldn't, but maybe two points across twenty levels is not so big of a deal? Especially as that can be compensated by not giving super good magical armour. I am a bit unsure if the starting level is too high though... Should they all be one point lower? Also these rules do not need to withstand free-for-all min-maxing, merely to be good enough to be used in a home game in a controlled environment without causing serious bugs or issues.
Thoughts?