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Armour house rules for a low-tech setting. Do these seriously break anything?
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<blockquote data-quote="Fanaelialae" data-source="post: 8042608" data-attributes="member: 53980"><p>Keep in mind that the game doesn't assume magical armor, so there's no need to scale AC over time the way you're doing. </p><p></p><p>Your approach doesn't really remove the need for amor for most characters, because armor is still vastly better in most cases. The only characters for whom armor is less necessary are light armor users, for whom armor has been eliminated.</p><p></p><p>An alternative approach might be to grant all classes and unarmored AC based on their armor proficiency.</p><p></p><p>Something like:</p><p>None == 10 + Dex</p><p>Light == 12 + Dex</p><p>Med == 13 + Dex</p><p>Hvy == 14 + Dex</p><p></p><p>In this case unarmored is preferable for characters who have a high enough Dex to benefit from it. Of course, some would argue that Dex is already an excessively good stat and doesn't need to be improved.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8042608, member: 53980"] Keep in mind that the game doesn't assume magical armor, so there's no need to scale AC over time the way you're doing. Your approach doesn't really remove the need for amor for most characters, because armor is still vastly better in most cases. The only characters for whom armor is less necessary are light armor users, for whom armor has been eliminated. An alternative approach might be to grant all classes and unarmored AC based on their armor proficiency. Something like: None == 10 + Dex Light == 12 + Dex Med == 13 + Dex Hvy == 14 + Dex In this case unarmored is preferable for characters who have a high enough Dex to benefit from it. Of course, some would argue that Dex is already an excessively good stat and doesn't need to be improved. [/QUOTE]
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Community
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Armour house rules for a low-tech setting. Do these seriously break anything?
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