Had a thought for a quickie homebrew after listening to someone else's much more complex Armor Homebrew. Wanted to share it.
1) All melee and ranged weapon attacks add Proficiency Bonus to damage.
2) All armor provides a Damage Reduction value equal to it's AC basis.
So leather armor reduces all weapon damage taken by 1, but a level 1 goblin deals 2 more points of damage. Meanwhile someone wearing Scale Armor at level 1 takes 4 points less damage from the goblin's attack, negating the Proficiency Bonus and reducing the damage taken by a further 2 points.
Now you've got a secondary armor function that makes heavy armor feel very strong, gives lightly armored characters a reason to duck behind the heavily armored types, and gives you something to play with that doesn't make your players harder to hit. Wanna give your players better armor? Have Dragonhide or Adamantine increase the damage reduction, but not AC value. Cursed Armor that still provides a decent AC Bonus but leaves you open to take more damage by being paper-thin.
Etc, etc, etc.
1) All melee and ranged weapon attacks add Proficiency Bonus to damage.
2) All armor provides a Damage Reduction value equal to it's AC basis.
So leather armor reduces all weapon damage taken by 1, but a level 1 goblin deals 2 more points of damage. Meanwhile someone wearing Scale Armor at level 1 takes 4 points less damage from the goblin's attack, negating the Proficiency Bonus and reducing the damage taken by a further 2 points.
Now you've got a secondary armor function that makes heavy armor feel very strong, gives lightly armored characters a reason to duck behind the heavily armored types, and gives you something to play with that doesn't make your players harder to hit. Wanna give your players better armor? Have Dragonhide or Adamantine increase the damage reduction, but not AC value. Cursed Armor that still provides a decent AC Bonus but leaves you open to take more damage by being paper-thin.
Etc, etc, etc.