Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Armor in D&DNext
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gargoyle" data-source="post: 5924462" data-attributes="member: 529"><p>Just like there should be reasons for a fighter to want to use different weapons, there should be reasons for them to want to use different types of armor. I want to see fighters wearing plate, scale, leather, and even no armor. </p><p></p><p>The problem is that basing their decision of what armor to wear solely on one stat, AC, eliminates the decision making on the part of the player. They will always choose whatever gives them the highest AC, so there really isn't a choice, except when generating ability scores.</p><p></p><p>Damage disadvantage to those hitting heavy armor seems like a good solution at first, but you always have to consider what happens when the bad guys wear it. It seems like giving such an ability to heavily armored foes would be logical, but it also makes many monsters more complex, and having it on both sides of a battle could slow things down.</p><p></p><p>DR has the same implications as damage disadvantage. Dragons, iron golems, and other heavily armored foes should have DR if the guy in plate gets it, but the solution for monsters is, and should be, a slightly higher AC and more hit points. It's simpler and faster, with the same end effect.</p><p></p><p>Allowing a full Dexterity bonus for all armor types seems like a bad idea, giving no incentive for wearing a lighter type of armor for fighters or clerics, as well as making Dexterity even more of a "god stat".</p><p></p><p>So my thinking is to simply give whoever wears heavy armor a slightly higher AC than medium armor, no bonus to AC for Dexterity, and a bonus to maximum hit points, say +3 to +5. Feats could improve this bonus. Taking off the armor reduces your maximum hit points, and wouldn't kill you if you only had a couple of hit points left. </p><p></p><p>I chose not to call this "temporary hit points" because I don't really care for maximum hit points going up and down during an adventure. It's additional bookkeeping, but with armor modifying maximum hit points, there really isn't much bookkeeping. Armor tends to stay on most of the time.</p><p></p><p>With heavy armor giving a bonus to maximum hit points, fighters have more choices. Even if they have a decent Dexterity, they might want those extra hit points and go for heavy armor. But if they have a good Dexterity, they may choose to be more of a swashbuckler and go for leather and a buckler, or even no armor at all in certain campaigns without feeling like they are completely ignoring a class ability. It's a small perk, not a must have. Even low Dexterity fighters might want to stick with medium armor because of the speed penalty of heavy armor, and situations like pits full of water. (welcome back to old school dungeons!)</p><p></p><p>I'm sure they'll figure out something cool to do with heavy armor, but I'm hoping it will be something simple that encourages players making choices, as these type of strategic choices are what makes fighters fun for me.</p></blockquote><p></p>
[QUOTE="Gargoyle, post: 5924462, member: 529"] Just like there should be reasons for a fighter to want to use different weapons, there should be reasons for them to want to use different types of armor. I want to see fighters wearing plate, scale, leather, and even no armor. The problem is that basing their decision of what armor to wear solely on one stat, AC, eliminates the decision making on the part of the player. They will always choose whatever gives them the highest AC, so there really isn't a choice, except when generating ability scores. Damage disadvantage to those hitting heavy armor seems like a good solution at first, but you always have to consider what happens when the bad guys wear it. It seems like giving such an ability to heavily armored foes would be logical, but it also makes many monsters more complex, and having it on both sides of a battle could slow things down. DR has the same implications as damage disadvantage. Dragons, iron golems, and other heavily armored foes should have DR if the guy in plate gets it, but the solution for monsters is, and should be, a slightly higher AC and more hit points. It's simpler and faster, with the same end effect. Allowing a full Dexterity bonus for all armor types seems like a bad idea, giving no incentive for wearing a lighter type of armor for fighters or clerics, as well as making Dexterity even more of a "god stat". So my thinking is to simply give whoever wears heavy armor a slightly higher AC than medium armor, no bonus to AC for Dexterity, and a bonus to maximum hit points, say +3 to +5. Feats could improve this bonus. Taking off the armor reduces your maximum hit points, and wouldn't kill you if you only had a couple of hit points left. I chose not to call this "temporary hit points" because I don't really care for maximum hit points going up and down during an adventure. It's additional bookkeeping, but with armor modifying maximum hit points, there really isn't much bookkeeping. Armor tends to stay on most of the time. With heavy armor giving a bonus to maximum hit points, fighters have more choices. Even if they have a decent Dexterity, they might want those extra hit points and go for heavy armor. But if they have a good Dexterity, they may choose to be more of a swashbuckler and go for leather and a buckler, or even no armor at all in certain campaigns without feeling like they are completely ignoring a class ability. It's a small perk, not a must have. Even low Dexterity fighters might want to stick with medium armor because of the speed penalty of heavy armor, and situations like pits full of water. (welcome back to old school dungeons!) I'm sure they'll figure out something cool to do with heavy armor, but I'm hoping it will be something simple that encourages players making choices, as these type of strategic choices are what makes fighters fun for me. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Armor in D&DNext
Top