Dunno if this has been brought up before, but here it is.
I've been thinking it over and I think I'm going to increase the AC bonus of armor in my world. (Note: I do not abide by CR in creating encounters. The small party facing my world is often confronted with creatures well beyond their own abilities. This house rule simply allows them to run away less often.)
Here's the basic idea.
The following occurs at Level 5 for all PC's:
Masterwork armor and shields: increase AC mod by 1
All Light Armor and shields: increase AC mod by 1
All Medium Armor: increase AC mod by 2
All Heavy Armor: increase AC mod by 3
For example, a Masterwork Chain Shirt would provide AC +6, while Masterwork Full Plate would provide AC +12.
Why?
1) I think it's a bit more realistic. All things equal, I think someone in full plate is definitely twice as difficult to injure as someone in a silk kimono. Even just looking at the illustrations of the armor choices, I think the AC mods are low.
2) It makes sense that as a character increases in skill, he is able to use armor and shields more wisely in combat. He has learned where the strengths and weaknesses of armor are, and deals with incoming threats more appropriately.
3) It seems 3/3.5e is geared to the idea that you will be getting lots of magical items to boost your AC. But characters in my world will not be getting as much as the rules seem to favor. I want magic items to be more special -- therefore I won't be deluging a party of PC's with AC-modifying trinkets just so they can survive combat.
4) Magical items are not easy to come by. It is likely that in order to obtain Magical armor, PC's in my world will have to pay to have it enchanted. It also means they'll be selling a lot less magical stuff, and that they'll often have less cash than the average PC. I figure if they're going to lay out money for better armor it should be worth the expense.
I've been thinking it over and I think I'm going to increase the AC bonus of armor in my world. (Note: I do not abide by CR in creating encounters. The small party facing my world is often confronted with creatures well beyond their own abilities. This house rule simply allows them to run away less often.)
Here's the basic idea.
The following occurs at Level 5 for all PC's:
Masterwork armor and shields: increase AC mod by 1
All Light Armor and shields: increase AC mod by 1
All Medium Armor: increase AC mod by 2
All Heavy Armor: increase AC mod by 3
For example, a Masterwork Chain Shirt would provide AC +6, while Masterwork Full Plate would provide AC +12.
Why?
1) I think it's a bit more realistic. All things equal, I think someone in full plate is definitely twice as difficult to injure as someone in a silk kimono. Even just looking at the illustrations of the armor choices, I think the AC mods are low.
2) It makes sense that as a character increases in skill, he is able to use armor and shields more wisely in combat. He has learned where the strengths and weaknesses of armor are, and deals with incoming threats more appropriately.
3) It seems 3/3.5e is geared to the idea that you will be getting lots of magical items to boost your AC. But characters in my world will not be getting as much as the rules seem to favor. I want magic items to be more special -- therefore I won't be deluging a party of PC's with AC-modifying trinkets just so they can survive combat.
4) Magical items are not easy to come by. It is likely that in order to obtain Magical armor, PC's in my world will have to pay to have it enchanted. It also means they'll be selling a lot less magical stuff, and that they'll often have less cash than the average PC. I figure if they're going to lay out money for better armor it should be worth the expense.
Last edited: