Another alternate armour Idea.

Ferret

Explorer
Armour gives you extra HPs, alond with your class, once thats down you have our Con bonus(per HD) left. Armours are also more sever on the Dex bonus. I haven't got any solid ideas, but I thought I could bounce some ideas of people.
 

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Check out the "Grim-n-Gritty" HP system if you haven't seen it. It is a pretty cool way of adressing the problems with armor and HP's as they exist in 3.X.
And if you want things less gritty, then you just give out more HP's, but allow the mechanics used there as they stand. I like it a lot better, it's the way a good deal of systems run combat.
 



Ferret said:
Armour gives you extra HPs, alond with your class, once thats down you have our Con bonus(per HD) left. Armours are also more sever on the Dex bonus. I haven't got any solid ideas, but I thought I could bounce some ideas of people.
Gee, I just started a thread like this a few days ago...

As it stands, just remove the AC bonus, and have any hit damage the armor using the extant "attack an object" rules, complete with hardness and all.
 

The Grim-n-Gritty system has armor not give any bonus to AC, but instead gives an armor rating, equivalent to Damage Reduction basically. So Full Plate gives you an armor rating of 8, which is effectively DR 8 for basic attacks.

Then, you get a defense bonus, which adds to your defense score (AC); with your dex bonus, and shield bonus.

Then he has variant hit points. You get your Con score in HP's to start, but then it's pitifully low after that, Fighters get 1 per level, Wizards one every two levels. That's the grim part, but if you dole out a bit more HP's, it brings the game back to a more familiar power level, but with a mechanic that makes a lot more sense to me.
 

So does the Grim-n-Gritty system really work? The armour rules would seem to make low-damage weapons (like a backup dagger) really pointless instead of just less effective.
 

CCamfield said:
So does the Grim-n-Gritty system really work? The armour rules would seem to make low-damage weapons (like a backup dagger) really pointless instead of just less effective.
Armor gives a Armor Rating which is basicly hardness, some weapons have a penetration rating which allows them to ignore a set number of points of Armor Rating, you can also use called shots to bypass some or all of the target's armor, and as you BAB increase your theart range increases as well. I have used the system and it works well. It gives a very different feel to the game, combat is brutal and large monsters can be extremely powerful and dangerous. We did give penetration values to additional weapons not listed in the pdf, based on this formula for melee and thrown weapons (light wepon P-0, one-handed P-1, or two-handed P-2) + (the weapon's critial multiplier -2). This fits closely with the pick examples (heavy pick comes out as a 3 not a 4 as listed) in the pdf and was in our opinion more realistic and balanced. Ranged weapons were given arbitary scores based on game balance and our view of thier historical effectiveness against armor. We also played in a low magic campaign. And yes using a dagger against heavy armor is pointless unless one uses a stiletto (house rule 1d4 x4 P-2) or one uses called shots.
 

The G&G system is a great concept that has a few failings, at least IMO. The fact that full-plate is essentially DR 8 is a little high for me. This basically makes full-plate the ultimate item, which although it _should_ be, sort of recks the game.

Full plate can be obtained by 3rd level I believe, and a lot of monsters that you fight around then aren't dealing much more than 8 damage. The big 2-handed wielders are still viable, but the dual-short sword fellas just became worthless. D6+2/d6+1 became 0/0.

Of course, now that I right it something seems to be telling me that I missed a rule, but i digress. Good system, not good for all games.
 

Sounds like the G&G system needs some extra rules for CDG'ing a Full Plated guy who you've knocked down and have at your mercy.

Basically, Full Plate should protect you like crazy while you're up, but knocking you down ought to make you vulnerable -- it should be a full-round action to stand up in heavy armor, with maybe a high Str check to do it as a standard action.

There are other dangers to being in heavy armor, like bodies of water. Monsters & PCs should get tactical.

-- N
 

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