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Armor Taken From The Battlefield
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<blockquote data-quote="Razjah" data-source="post: 6107144" data-attributes="member: 98806"><p>For years I tried to do my best to model real life. It is boring. If real life was so awesome why would I spend a few hours a week pretending to be something else? So, I say to ignore reality-although I believe Stormonu has a really solid answer-what do you think works best for your game? Should a party of 5 be able to scavenge the dead of roughly 20 to assemble armor for themselves? If you want you can use <a href="http://www.d20pfsrd.com/gamemastering/variant-rules#TOC-Piecemeal-Armor" target="_blank">Piecemeal Armor</a> rules (Pathfinder but it should work well enough for 3.5/3.0). I think Piecemeal, or some home brew version works best with collected armor. </p><p></p><p>If chain armor is common among the party's foes, they could start using more bludgeoning weapons in order to minimize the damage to the armor. This method is all in the role play, descriptions, and narrative flow for your game. </p><p></p><p>Or a simple rule for scavenging- increase the dex penalty by 1-2 for light , 2-4 for medium, and 3-6 for heavy scavenged armor; scavenged armor provides 1 AC less than a proper suit. A smith can spend time equal to making a 150 gold item (masterwork cost for armor in 3rd edition and its offshoots) to remove the dex penalty by fitting the armor. This can also be done to provide full protection (removing the AC penalty) [explain how there are gaps from different smithing designs in the armor's construction or something]. Done! Fitted armor is easier to move in, a proper suit provides better protection, and a smith can fix the scavenged armor to work like a fitted suit. The smith would probably charge something like 300 gp to do either procedure, possibly providing a deal on doing it all at once. Heck, this even gives the PCs a reason to befriend the local smith and perform minor side quests for him/her- side quest XP and a cheaper reduction in the armor fitting cost.</p></blockquote><p></p>
[QUOTE="Razjah, post: 6107144, member: 98806"] For years I tried to do my best to model real life. It is boring. If real life was so awesome why would I spend a few hours a week pretending to be something else? So, I say to ignore reality-although I believe Stormonu has a really solid answer-what do you think works best for your game? Should a party of 5 be able to scavenge the dead of roughly 20 to assemble armor for themselves? If you want you can use [URL="http://www.d20pfsrd.com/gamemastering/variant-rules#TOC-Piecemeal-Armor"]Piecemeal Armor[/URL] rules (Pathfinder but it should work well enough for 3.5/3.0). I think Piecemeal, or some home brew version works best with collected armor. If chain armor is common among the party's foes, they could start using more bludgeoning weapons in order to minimize the damage to the armor. This method is all in the role play, descriptions, and narrative flow for your game. Or a simple rule for scavenging- increase the dex penalty by 1-2 for light , 2-4 for medium, and 3-6 for heavy scavenged armor; scavenged armor provides 1 AC less than a proper suit. A smith can spend time equal to making a 150 gold item (masterwork cost for armor in 3rd edition and its offshoots) to remove the dex penalty by fitting the armor. This can also be done to provide full protection (removing the AC penalty) [explain how there are gaps from different smithing designs in the armor's construction or something]. Done! Fitted armor is easier to move in, a proper suit provides better protection, and a smith can fix the scavenged armor to work like a fitted suit. The smith would probably charge something like 300 gp to do either procedure, possibly providing a deal on doing it all at once. Heck, this even gives the PCs a reason to befriend the local smith and perform minor side quests for him/her- side quest XP and a cheaper reduction in the armor fitting cost. [/QUOTE]
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Armor Taken From The Battlefield
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