Hey… I could not find any rules or optional rules in any of the books I own for 3e D and D about armor and armor damage… It is possible to damage weapons and shields through sunder, but what about armor? I personally like the idea that players have to go to smithies from time to time to repair their armor and whatnot… And it seems to me that after many adventures were ones faithful armor takes much abuse, it would need some fixing…
So, I came up with an optional variant rule… People, please let me know what you think. Also, this is not a good copy of the rule, so I did not write this up formally…
Variant rule: Armor Damage and Upkeep
Ok, first off… I needed to figure out when there is a chance of armor damage… I figured that there are two times when armor damage is possible: a) when armor soaks up a blow, and b) when someone hits a person, not well enough to find a spot unarmored, but rather with enough force that their blow travels through the armor.
To represent these two possibilities I decided that the first step should be to take the number that is JUST high enough to barley hit your opponent (or the number that is just barley high enough for your opponent to hit you.) IE: say there is someone wearing a chain shirt, so 14… Now, I decided that what made the most sense was that from this number downwards by the armor’s bonus would be option a) and from this number up by the armor’s bonus would be option b). That is to say between 10 to 13 then the armor has soaked a blow and there is a chance of armor damage, and between 14 to 17 then you have hit your opponent through their armor also causing a chance of armor damage. Anything lower then 10 and the person simply did not even touch their target, anything higher then 17 and the attack was so well placed that it latterly slipped into an unarmored location, i.e. between plates, etc…
Note: The actual numbers depend on the armor class… Armor with armor class +9 spans the 9 numbers bellow the number needed to hit, and the 9 numbers above. It should also be noted that the number needed to hit is included in the set of numbers above, and that the example above assumed that the target had no dex bonus… Dex bonus is NOT included in the range, however since the range centers around the number JUST needed to hit, it does play a role in indicating which number the range centers around.
Next: If the number to hit rolled is within the lower range, then the person should roll damage… this damage is NOT done to the target, but rather to the armor. If the number rolled is within the higher range, that is to say it hits the person as well, then damage should be rolled and is dealt both to the target and their armor.
Damage rolled is also modified by a number of factors… Softer more malleable armors such as chainmail take full damage from Slashing and Piercing type attacks, but half damage from blunt type attacks. Hard plate-like armor, such as the banded or plate take half damage from piercing type attacks, and full damage from blunt and slashing type attacks. (I thought this would make most sense, but it is possible that reversed would make more sense, so opinions on this are wanted…)
Also, if damage is being dealt to the armor through the first range (it his the armor, but not the target) then the two stronger types of attacks do half damage, and the weaker attack does no damage.
Hardness for armor depends on the material it is made out of…
Leather: 5
Iron/Steal: 10
Mithral: 15
Adamantite: 20
For other materials hardness should be checked on Table 8-12, page 136 PHB. If the material used is not listed, well… If the DM knows the hardness he should use that, if not, he should decide what makes the most sense.
Hitpoints for armor equal to…
Leather: 5/ per armor bonus
Iron or Steal: 30/ per Armor bonus
Mithral: 30/ per Armor bonus
Adamantite: 40/ per Armor bonus
Essentially, use the hit points per inch of thickness found of table 8 – 12, and substitute inch of thickness with /per armor bonus.
Masterwork armor, as well as Elven or Dwarven armor as found in the mercenary guide will also effect the Hardness/Hitpoints, but I have not decided by exactly how much yet, so I am not placing a number as of yet… But the numbers I am thinking of so far are 5 bonus points per armor bonus to hitpoints for Masterwork, Elven and Dwarven, and 5 points added to hardness for Dwarven.
Magic Armor is allowed a saving throw against damage as per rules of magical item saving throws against damage as presented in the DMG.
Well, what do you think people?
(If anyone is interested, I have rules regarding the cost of repair as well as the cost of damaged items (for players trying to sell their used equipment.))
So, I came up with an optional variant rule… People, please let me know what you think. Also, this is not a good copy of the rule, so I did not write this up formally…
Variant rule: Armor Damage and Upkeep
Ok, first off… I needed to figure out when there is a chance of armor damage… I figured that there are two times when armor damage is possible: a) when armor soaks up a blow, and b) when someone hits a person, not well enough to find a spot unarmored, but rather with enough force that their blow travels through the armor.
To represent these two possibilities I decided that the first step should be to take the number that is JUST high enough to barley hit your opponent (or the number that is just barley high enough for your opponent to hit you.) IE: say there is someone wearing a chain shirt, so 14… Now, I decided that what made the most sense was that from this number downwards by the armor’s bonus would be option a) and from this number up by the armor’s bonus would be option b). That is to say between 10 to 13 then the armor has soaked a blow and there is a chance of armor damage, and between 14 to 17 then you have hit your opponent through their armor also causing a chance of armor damage. Anything lower then 10 and the person simply did not even touch their target, anything higher then 17 and the attack was so well placed that it latterly slipped into an unarmored location, i.e. between plates, etc…
Note: The actual numbers depend on the armor class… Armor with armor class +9 spans the 9 numbers bellow the number needed to hit, and the 9 numbers above. It should also be noted that the number needed to hit is included in the set of numbers above, and that the example above assumed that the target had no dex bonus… Dex bonus is NOT included in the range, however since the range centers around the number JUST needed to hit, it does play a role in indicating which number the range centers around.
Next: If the number to hit rolled is within the lower range, then the person should roll damage… this damage is NOT done to the target, but rather to the armor. If the number rolled is within the higher range, that is to say it hits the person as well, then damage should be rolled and is dealt both to the target and their armor.
Damage rolled is also modified by a number of factors… Softer more malleable armors such as chainmail take full damage from Slashing and Piercing type attacks, but half damage from blunt type attacks. Hard plate-like armor, such as the banded or plate take half damage from piercing type attacks, and full damage from blunt and slashing type attacks. (I thought this would make most sense, but it is possible that reversed would make more sense, so opinions on this are wanted…)
Also, if damage is being dealt to the armor through the first range (it his the armor, but not the target) then the two stronger types of attacks do half damage, and the weaker attack does no damage.
Hardness for armor depends on the material it is made out of…
Leather: 5
Iron/Steal: 10
Mithral: 15
Adamantite: 20
For other materials hardness should be checked on Table 8-12, page 136 PHB. If the material used is not listed, well… If the DM knows the hardness he should use that, if not, he should decide what makes the most sense.
Hitpoints for armor equal to…
Leather: 5/ per armor bonus
Iron or Steal: 30/ per Armor bonus
Mithral: 30/ per Armor bonus
Adamantite: 40/ per Armor bonus
Essentially, use the hit points per inch of thickness found of table 8 – 12, and substitute inch of thickness with /per armor bonus.
Masterwork armor, as well as Elven or Dwarven armor as found in the mercenary guide will also effect the Hardness/Hitpoints, but I have not decided by exactly how much yet, so I am not placing a number as of yet… But the numbers I am thinking of so far are 5 bonus points per armor bonus to hitpoints for Masterwork, Elven and Dwarven, and 5 points added to hardness for Dwarven.
Magic Armor is allowed a saving throw against damage as per rules of magical item saving throws against damage as presented in the DMG.
Well, what do you think people?
(If anyone is interested, I have rules regarding the cost of repair as well as the cost of damaged items (for players trying to sell their used equipment.))
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