I just posted the most current version our group is using on RGFD, a little copy/paste should do the trick...
Before I get into it I should probably explain what I'm trying to do here. First, the rules work great as is but soon I'm going to throw a little twist in it which me and my group have been hammering out. That little twist is going to be a level based AC bonus, much like in Star Wars or WoT. A figher for example will (very likely) gain a bonus AC equal to a Cleric's BAB. The idea here is to create it in such a way that characters will use *less* armor as they get more and more powerful. Armor, which affords great protection at lower levels becomes an impediment to their combat skill-based AC which will eventually overtake the advantages of carrying a big metal suit. This will create a more cinematic style of play reminiscent of Conan, etc...
With the kinds of opponents characters face at high levels it's just better to just avoid an onrushing 3 ton fist that to see if your armor is up to the challenge. ;-) Light armor will impose a moderate penalty to your Skill AC, Med. armor more yet and Heavy armor will negate it (or very close to it) entirely regardless of level. I won't include these numbers here, but when I get it all sorted out I'll repost them. Armor bonuses shouldn't change much from what you see here.
Note that for these rules: **armor and deflection bonuses will no longer stack.**
Now on with the most current version of the armor rules.
ARMOR AC Bonus DR
Padded +0 1/-
Leather +0 2/-
Studded Leather +1 2/-
Chain Shirt +2 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: The ability of the armor to deflect blows. This improves by 1 for every 2 "plusses" for magical armor.
2. DR: How much damage the armor is going to absorb for you. This improves by 1 for every "plus" for magical armor
3. Special materials: DM fiat. Mithril, Adamantite and other special materials may moderately affect AC or DR.
4. Shields: AC also improves by 1 for every 2 "plusses" for magical varieties.
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 are simply denoted differently to eliminate 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.
2. Strong Characters and Armor: For every 4 points of Strength greater than 10, reduce the DEX penalties by 1. 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.
A'koss!
--
The Rings of Concordance has a new url!
http://members.shaw.ca/infinity/Main_Page.htm