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General Tabletop Discussion
*Dungeons & Dragons
Armor in D&DNext
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<blockquote data-quote="El Mahdi" data-source="post: 5923087" data-attributes="member: 59506"><p>For me, that would only make sense if Armor provided a HP increase or bonus while being worn. I'd be very cool with armor that did that though.</p><p> </p><p>Perhaps armor increases HP by a percentage determined by the type of armor. When you take the armor off, your HP decrease by that same percentage... All one needs is to figure out the percentage improvement specific DR's provide (the designers need to, that is), and apply it to the appropriate armors. With this you get DR without having to subtract it every time you get hit. All you have to do is remember to adjust your HP's when you don or remove armor, which I think would be pretty easy as that doesn't happen very often, and is a prominent declaration of activity when performed.</p><p> </p><p></p><p> </p><p>It's not bad. I just don't know if want to generate a lot of different things that means being aware of different advantages and disadvantages. Could get real complicated real fast. Kind of like having to track multiple conditions...</p><p> </p><p></p><p> </p><p>This would work good from a purely numbers standpoint, but I think some would feel that it's unrealistic when described (can't wrap their head around why this would happen in reality), and many would feel seriously cheated...especially players of Rogues. </p><p> </p><p></p><p> </p><p>With the basic rules and standard D&D play, yeah, I don't see much of a reason for the inferior armors being listed. But if people apply more realism to the game, like penalties for heavy armor in hot environments, drowning chances in nautical environments, etc. those lighter armors will start looking really good in certain situations...</p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5923087, member: 59506"] For me, that would only make sense if Armor provided a HP increase or bonus while being worn. I'd be very cool with armor that did that though. Perhaps armor increases HP by a percentage determined by the type of armor. When you take the armor off, your HP decrease by that same percentage... All one needs is to figure out the percentage improvement specific DR's provide (the designers need to, that is), and apply it to the appropriate armors. With this you get DR without having to subtract it every time you get hit. All you have to do is remember to adjust your HP's when you don or remove armor, which I think would be pretty easy as that doesn't happen very often, and is a prominent declaration of activity when performed. It's not bad. I just don't know if want to generate a lot of different things that means being aware of different advantages and disadvantages. Could get real complicated real fast. Kind of like having to track multiple conditions... This would work good from a purely numbers standpoint, but I think some would feel that it's unrealistic when described (can't wrap their head around why this would happen in reality), and many would feel seriously cheated...especially players of Rogues. With the basic rules and standard D&D play, yeah, I don't see much of a reason for the inferior armors being listed. But if people apply more realism to the game, like penalties for heavy armor in hot environments, drowning chances in nautical environments, etc. those lighter armors will start looking really good in certain situations... B-) [/QUOTE]
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