General Barron said:With this system, an 'armor specialization' feat could then decrease the dex-penalty for that type of armor, for one thing. I also like the 2nd ed rule where it halved the encumberence of the armor, although with the movement restrictions, it kind of doesn't make a difference, since you are still restricted. Of course, doing it the other way around (reducing armor move penalties) also doesn't make a difference, since the weight of the armor is almost always going to bump a character into medium encumberance.
Currently, the unencumbered fighter has a move of 20ft while wearing a breastplate, but if he takes it off and carries it, his move is 30ft. He's not encumbered, why is he slowed?General Barron said:Instead of having a "max-dex bonus" for armor, there would be a "dexterity penalty". This would reduce your effective dexterity by said number for anything related to agility (AC, saving throws, certain skills; but not missle attacks, weapon finess, etc). If this ends up giving you a dex penalty, then you do NOT take that penalty to your AC. (Dex penalties to AC don't make too much sense anyways, to me. So if you are flat-footed and have dex penalties, you get better AC???)
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With this system, an 'armor specialization' feat could then decrease the dex-penalty for that type of armor, for one thing. I also like the 2nd ed rule where it halved the encumberence of the armor, although with the movement restrictions, it kind of doesn't make a difference, since you are still restricted. Of course, doing it the other way around (reducing armor move penalties) also doesn't make a difference, since the weight of the armor is almost always going to bump a character into medium encumberance.
Edit: i can't seem to make a lined up code block
Liquidsabre said:Here's what I like to use, picked up here on ENWorld, nice and elegant. Seems to give medium armors the chance to remain a viable choice over the long haul of things.
Light: normal tactical movement, normal run.
Medium: normal tactical movement, can only run 3x base speed
Heavy: reduced tactical movement, can only run 3x base speed
*Changes from core rules
are you forgetting that barbarian damage reduction increases every 3 levels?Thondor said:I really have bad feelings about the DR, I'm not sure that it is actually imbalancing but it really changes everything. Suddenly Adamantine isn't quite so good and a Barbarians ability only makes up for the fact that he can't wear heavy armor ( I think you will have to modify that, perhaps simply giving them a DR of 1/- at first level to put them on par with the scalemailed fighter?) Maybe a monk should also get DR at some point?
Also I'd suggest letting a light pick and heavy pick ignore armor DR and give them X2 crit instead of X4 (what is better at punching through armor?)
With those adjustments I think your system will work. Not that I'm going to implement it but each his own.
Cheers