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Armor reducing damage
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<blockquote data-quote="A'koss" data-source="post: 138661" data-attributes="member: 840"><p><strong>Something I recently cooked up...</strong></p><p></p><p>I've been toying with some more comprehensive armor rules that factor in damage absorbsion (in addition to damage deflection) and most importantly - *high strength characters* and armor. It is ridiculous to think that a character in a completely flexible suit of armor is going to be impeded in any meaningful way if it weighs no more than normal clothes do to you or me. Plate armor may be an exception here as you do not have 100% mobility (but</p><p>still very good) and I think a minimum penalty might be warranted for such armors.</p><p></p><p>However, since this is extrapolated for my campaign, I've forgone the inclusion of heavy armors which are not practical on my world. </p><p></p><p></p><p> ARMOR AC Bonus DR</p><p>Padded +0 1/-</p><p>Leather +1 1/-</p><p>Studded Leather +2 1/-</p><p>Chain Shirt +3 1/-</p><p>Hide +1 2/-</p><p>Scale mail +2 2/-</p><p>Chainmail +3 2/-</p><p>Breastplate +3 3/-</p><p></p><p> SHIELDS (Shields only deflect damage)</p><p>Buckler +1</p><p>Shield, small, wooden +1</p><p>Shield, small, steel +1</p><p>Shield, large, wooden +2</p><p>Shield, large, steel +2</p><p></p><p>1. AC Bonus: Based on the ability of armor to deflect blows.</p><p>2. DR: Based on the ability of armor to absorb impact. Damage reduction applies to all weapons.</p><p>3. Magical armor: AC improves by 1 for every 2 "plusses", rounded up and DR increases by one for each plus. There also may be ways to fortify armor further by using exotic materials - eg. Adamantine.</p><p>4. Magical Shields: AC also improves by 1 for every 2 "plusses", rounded up.</p><p></p><p>For example:</p><p> n/m chainmail, AC +3, DR 2/-</p><p> +1 chainmail, AC +3, DR 3/-</p><p> +2 chainmail, AC +4, DR 4/-</p><p> +3 chainmail, AC +4, DR 5/-</p><p> +4 chainmail, AC +5, DR 6/-</p><p> +5 chainmail, AC +5, DR 7/-</p><p></p><p>Armor and Shields IMC would simply be denoted differently elimate the calculations.</p><p></p><p> ARMOR DEX Penalty</p><p>Padded -0</p><p>Leather -0</p><p>Studded Leather -1</p><p>Chain Shirt -1</p><p>Hide -2</p><p>Scale mail -2</p><p>Chainmail -3</p><p>Breastplate -2</p><p></p><p> SHIELDS</p><p>Buckler -0</p><p>Shield, small, wooden -0</p><p>Shield, small, steel -0</p><p>Shield, large, wooden -1</p><p>Shield, large, steel -1</p><p></p><p>1. DEX Penalty: This replaces the Max. Dex bonus. It is equal to 1/2 your total armor check penalty (rounded up) which means encumbrance is a factor as well. This penalty can be reduced and even eliminated with very strong characters.</p><p>2. Strong Characters and Armor: For every 4 points of Strength greater than 10, reduce the DEX penalties by 1 and Arcane Spell Failure by 5%. For every 2 points of Strength greater than 10, reduce the Armor Check penalties by 1.</p><p>If your adjusted Armor check penalty is between 0 and -2, you may move at full speed.</p><p></p><p>For example:</p><p> A 18 Strength Fighter in chainmail and carrying a large steel shield suffers a Dex Penalty of -2 and an Armor Check Penalty of -3. If his Strength were 20 his Armor Check Penalty would be low enough to allow him to move at his full rate.</p><p></p><p> He would have to possess a Strength of 26 to wear chainmail and carry a lg. steel shield without any Dex or Armor Check penalties and a Strength of 38 to wear it without any Arcane Spell Failure chance (overcoming the awkwardness). Essentially, wearing chainmail is like wearing normal clothes to someone of this strength.</p><p></p><p>A'koss.</p></blockquote><p></p>
[QUOTE="A'koss, post: 138661, member: 840"] [b]Something I recently cooked up...[/b] I've been toying with some more comprehensive armor rules that factor in damage absorbsion (in addition to damage deflection) and most importantly - *high strength characters* and armor. It is ridiculous to think that a character in a completely flexible suit of armor is going to be impeded in any meaningful way if it weighs no more than normal clothes do to you or me. Plate armor may be an exception here as you do not have 100% mobility (but still very good) and I think a minimum penalty might be warranted for such armors. However, since this is extrapolated for my campaign, I've forgone the inclusion of heavy armors which are not practical on my world. ARMOR AC Bonus DR Padded +0 1/- Leather +1 1/- Studded Leather +2 1/- Chain Shirt +3 1/- Hide +1 2/- Scale mail +2 2/- Chainmail +3 2/- Breastplate +3 3/- SHIELDS (Shields only deflect damage) Buckler +1 Shield, small, wooden +1 Shield, small, steel +1 Shield, large, wooden +2 Shield, large, steel +2 1. AC Bonus: Based on the ability of armor to deflect blows. 2. DR: Based on the ability of armor to absorb impact. Damage reduction applies to all weapons. 3. Magical armor: AC improves by 1 for every 2 "plusses", rounded up and DR increases by one for each plus. There also may be ways to fortify armor further by using exotic materials - eg. Adamantine. 4. Magical Shields: AC also improves by 1 for every 2 "plusses", rounded up. For example: n/m chainmail, AC +3, DR 2/- +1 chainmail, AC +3, DR 3/- +2 chainmail, AC +4, DR 4/- +3 chainmail, AC +4, DR 5/- +4 chainmail, AC +5, DR 6/- +5 chainmail, AC +5, DR 7/- Armor and Shields IMC would simply be denoted differently elimate the calculations. ARMOR DEX Penalty Padded -0 Leather -0 Studded Leather -1 Chain Shirt -1 Hide -2 Scale mail -2 Chainmail -3 Breastplate -2 SHIELDS Buckler -0 Shield, small, wooden -0 Shield, small, steel -0 Shield, large, wooden -1 Shield, large, steel -1 1. DEX Penalty: This replaces the Max. Dex bonus. It is equal to 1/2 your total armor check penalty (rounded up) which means encumbrance is a factor as well. This penalty can be reduced and even eliminated with very strong characters. 2. Strong Characters and Armor: For every 4 points of Strength greater than 10, reduce the DEX penalties by 1 and Arcane Spell Failure by 5%. For every 2 points of Strength greater than 10, reduce the Armor Check penalties by 1. If your adjusted Armor check penalty is between 0 and -2, you may move at full speed. For example: A 18 Strength Fighter in chainmail and carrying a large steel shield suffers a Dex Penalty of -2 and an Armor Check Penalty of -3. If his Strength were 20 his Armor Check Penalty would be low enough to allow him to move at his full rate. He would have to possess a Strength of 26 to wear chainmail and carry a lg. steel shield without any Dex or Armor Check penalties and a Strength of 38 to wear it without any Arcane Spell Failure chance (overcoming the awkwardness). Essentially, wearing chainmail is like wearing normal clothes to someone of this strength. A'koss. [/QUOTE]
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