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Armor as temporary hit points
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<blockquote data-quote="Dausuul" data-source="post: 7382385" data-attributes="member: 58197"><p>1. The difference between no armor and light armor is huge; each armor upgrade past that point is tiny. PCs will move heaven and earth to get light armor proficiency, but no one will care about heavy armor.</p><p></p><p>2. When a PC's "armor hit points" are depleted, and they take off their armor since it's no longer useful, do they suffer any consequence for that? What if they put on a different suit of armor (after all, it hasn't been damaged in combat, so it should recharge their temp hp)?</p><p></p><p>3. The value of armor starts out unbelievably huge, and drops rapidly as the PCs level up.</p><p></p><p>4. For low-level wizards, <em>mage armor</em> goes from a valuable spell to an utterly indispensable one, assuming you rewrite the spell to grant "armor hit points" instead of AC. If you don't rewrite the spell, low-level wizards are just wrecked, and there's nothing they can do about it except dip fighter or spend a feat.</p><p></p><p>5. What about effects that don't target AC? If you're wearing plate armor and get targeted by <em>heat metal</em>, can you use the temp hp from your armor to absorb the damage from your armor turning red-hot? If not, you now have special conditional temporary hit points that can only be used for certain things, adding one more layer of complexity.</p><p></p><p>6. How do "armor hit points" interact with other sources of temp hp?</p><p></p><p>If you're determined to go this route, I would have the "armor hit points" refresh after a 1-minute rest, and scale to the PC's level. Light armor grants 1 hp/level, medium grants 2 hp/level, heavy grants 3 hp/level. Yes, this removes the difference between armors within a category, but at least it stays consistent by level, doesn't destroy wizards, and doesn't incentivize carrying around a bag full of suits of padded armor.</p><p></p><p>But before doing even that much, I'd step back and ask, "What problem am I trying to solve here?" Is it just that it "feels" unrealistic to have armor deflect hits instead of absorbing damage? If so, does the solution "feel" more realistic, or is it actually making the problem worse? To me, it "feels" very weird to have armor totally absorb a hit or two, and then stop working completely.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7382385, member: 58197"] 1. The difference between no armor and light armor is huge; each armor upgrade past that point is tiny. PCs will move heaven and earth to get light armor proficiency, but no one will care about heavy armor. 2. When a PC's "armor hit points" are depleted, and they take off their armor since it's no longer useful, do they suffer any consequence for that? What if they put on a different suit of armor (after all, it hasn't been damaged in combat, so it should recharge their temp hp)? 3. The value of armor starts out unbelievably huge, and drops rapidly as the PCs level up. 4. For low-level wizards, [I]mage armor[/I] goes from a valuable spell to an utterly indispensable one, assuming you rewrite the spell to grant "armor hit points" instead of AC. If you don't rewrite the spell, low-level wizards are just wrecked, and there's nothing they can do about it except dip fighter or spend a feat. 5. What about effects that don't target AC? If you're wearing plate armor and get targeted by [i]heat metal[/i], can you use the temp hp from your armor to absorb the damage from your armor turning red-hot? If not, you now have special conditional temporary hit points that can only be used for certain things, adding one more layer of complexity. 6. How do "armor hit points" interact with other sources of temp hp? If you're determined to go this route, I would have the "armor hit points" refresh after a 1-minute rest, and scale to the PC's level. Light armor grants 1 hp/level, medium grants 2 hp/level, heavy grants 3 hp/level. Yes, this removes the difference between armors within a category, but at least it stays consistent by level, doesn't destroy wizards, and doesn't incentivize carrying around a bag full of suits of padded armor. But before doing even that much, I'd step back and ask, "What problem am I trying to solve here?" Is it just that it "feels" unrealistic to have armor deflect hits instead of absorbing damage? If so, does the solution "feel" more realistic, or is it actually making the problem worse? To me, it "feels" very weird to have armor totally absorb a hit or two, and then stop working completely. [/QUOTE]
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