D&D (2024) Time to add new Armors to the table.


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When armor had more dials than a single objective total AC=X alongside "does bob plan to use stealth" there were more dials a gm could manipulate. Simplifications reduce the already overly narrow set of options players might find potentially exciting available for the gm to choose from. Granularity expands the options
Yup. Like I said earlier, I've already understood your point and I am buying what you're selling. Do you understand what I'm asking you though? Is adding complexity to armour the particular hill you're willing to die on in order to achieve that goal (of granularity expanding options)? Because there are other ways of achieving the benefits of this granularity you're talking about.
 

tetrasodium

Legend
Supporter
Epic
Yup. Like I said earlier, I've already understood your point and I am buying what you're selling. Do you understand what I'm asking you though? Is adding complexity to armour the particular hill you're willing to die on in order to achieve that goal (of granularity expanding options)? Because there are other ways of achieving the benefits of this granularity you're talking about.
"Other Ways" i.e. Push PCs past bounded accuracy & deal with the resulting fallout one way or another when monsters can't keep up and your the GM you homebrew a solution other than giving out objectively better & better equipment like more resistances on the best AC armor the player already has. 6e needs to do a better job with fitting a core subsystem like armor within the player expectations & GM needs of a game called d&d.
 

mellored

Legend
I don't see the benefit of adding a big chart just so you can spend more gold for +1 AC.

If that's all you want, just have
Masterwork, +1 AC, 1000 gold.
Supremework, +2 AC, 10,000 gold.

But personally I would just get rid of "armors", and make it class based.

Wizard/Sorcerer/Barbarian: 15 AC
Rouge/ Ranger: 16 AC
Cleric/Artificer: 16 AC, disadvantage on stealth
Fighter/Paladin: 17 AC, disadvantage on stealth

Fighting style: don't take disadvantage on stealth.

Magic armor has class requirements.
 

Yaarel

He Mage
Similar to the ways that weapons have "properties", armor can too.

So far, the armor properties simplify as the following conditions:
• Slowed ( ← Heavy) ( ≈ half speed)
• Encumbered ( ← untrained) ( ≈ disadvantage on all Physical Ability Checks)
• Noisy ( ≈ moving ends Hidden condition)

Hypothetically, even a light but bulky Padded (Gambeson) armor would cause the Encumbered condition if failing to meet its Strength prereq.

Perhaps there can be other conditions as well. Chain might be "Resistant (Slash)", and Padded might be "Resistant (Bludgeon)". At least high quality versions of these armors might have these beneficial properties.

All armor must remain within bounded accuracy, so there is less room for AC granularity. But higher quality armors that are more expensive can have better properties and lack impeding conditions.
 

Yaarel

He Mage
If

AC = Strength + Dexterity

Then

There are more meaningful choices regarding whether to invest in Strength or not.



For example.

• Padded armor would have a prerequisite of +1 Strength for armor training, thus grants +1 AC.
• Chain armor (shortsleeve shirt, tunic) would have a prereq of +3 Strength thus grant +3 AC.

Higher Strength characters can wear better armors more effectively. Those that meet the prereq can add the Dex bonus on top of the armor.

Lower Strength characters can still wear armor, but cannot gain training, thus cannot benefit from the Dexterity dodge bonus to AC.



Meanwhile

With regard to treasure, specific armors can feature different properties. For example, some forms of Plate Suit incur the Slowed condition, but the highest quality specimens dont. Elven Chain whether Torso or Suit lacks the Noisy condition and allows for Stealth. And so on, with different properties for different specimens of armor types.
 


Yaarel

He Mage
That really kills Clerics and Artificers.
Why?

When AC=Strength+Dexterity

Clerics and Artificers benefit from both Strength and MAGIC to enhance AC.

Meanwhile the unarmored Dexterity Cleric "in robes" is a viable character concept.

If a warrior Cleric wants to invest in both Strength and Dexterity, that is viable too.
 

mellored

Legend
Why?

When AC=Strength+Dexterity

Clerics and Artificers benefit from both Strength and MAGIC to enhance AC.

Meanwhile the unarmored Dexterity Cleric "in robes" is a viable character concept.

If a warrior Cleric wants to invest in both Strength and Dexterity, that is viable too.
What about my wis / cha cleric or int/wis artificer?
Or are you suggesting they get +wis/int to AC as well?
 

Yaarel

He Mage
What about my wis / cha cleric or int/wis artificer?
Or are you suggesting they get +wis/int to AC as well?
Like Wizard typically. These non-gish mage concepts rely more heavily on spellcasting and other magic to defend oneself, as well as relying on a Warrior ally to stay between oneself and the hostiles.

Maybe when the Shield of Faith spell targets Self, it requires no Concentration.

Plus both Cleric and Artificer can use shields, which exchanges a free offhand for an AC bonus.
 
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