Ancient Gamer
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Armour Point System
General / Introduction
The Armour Point System (APS), has been developed to maintain a record of damage done to a player character’s armour. In the course of an adventurer’s travels, it mostly consists of exposing the armour to harsh environments and the results of combat. The armour undergoes wear, tear, and damage. Without proper maintenance and repairs, the armour’s protective effectiveness decreases. APS tries to reflect this by assigning Armour Points (AP), to the type of armour worn.
Damage is calculated against the armour in several ways. Light armour, Extras, and Shields receive 100% of any physical damage, Medium armour receives 100% of damage minus (-1) one point of damage with a minimum of one (1) point of damage sustained, and Heavy armour receives 100% of any physical damage minus (-2) two points of damage with a minimum of one (1) point of damage sustained.
Once armour has received damage equal to 50% of its total core points, then the armour effectively goes down by one (1) armour class value; 75% of its core points would effect the armour class value by two (2); while 100% of its core points would destroy the armour completely (note: a minimum of one (1) armour adjustment point is always maintained unless 100% of core AP are loss).
For example...Half plate armour AP is reduced to 50% of its core point value, and becomes an AC adjustment of +6 instead of an AC of +7.
The AC point value adjustment is also dependent of the type of armour worn. See Armour Point Value table for further information.
Effects of Weather and other damaging factors
Heat and cold, dryness and wetness can play havoc on armour. If the armour is not maintained, then rot (leather or cotton items) and/or rust (metal) will plague the armour and decrease it’s effectiveness for protection. Methods of maintenance usually consist of keeping the armour clean, oiling it, small repairs, and paying a visit to your local armour smith for an overhaul once in awhile. It is perfectly understood that player character’s can apply this “maintenance upkeep” automatically under certain auspiciousness (i.e. the purchase of armour oil, etc...), but if no effort is made to purchase armour oil or to clean their armour after a particularly “gory” combat encounter (blood does wonders to metal), then in time, the armour will reflect this lack of maintenance. Negligence in maintaining the armour will result in a loss of 1d10 AP, per five (5) days of neglect.
Magical Armour
Magical armour will have additional magic base AP dependant upon its class; Light armour, Extras, and Shields, plus 20 AP; Medium armour, plus 30 AP; and Heavy armour, plus 40 AP. Another 10 AP per magical bonus is also added to the core amount of the armour’s AP value.
For example...a magical +4 chain mail suit of armour has 250 core Armour Points + a magical base for medium armour of 30 AP + 10 AP per magical bonus of 40 AP equals a total of 320 AP.
Shields, helms, and hand wear receive only the magical base AP.
Armour Repairs
To repair armour, several factors have to be considered: class of armour (light?, medium?, etc...); type of armour (leather or metal based), repairing skill available, materials and resources available, and time. Also, magical armour will require special circumstances to get repaired. As long as these factors are considered, then repair of the armour can be affected.
Repairing armour is the difference of the base cost and max possible armour points for the type of armour, divided by 10%.
For example...Chain mail armour costs 150 gp and has 250 AP, the difference of 100 points equals 10 AP of repairs per gold piece.
Common sense will not be lost on this House Rule application. This is just a way to create a little more of a realistic approach to wearing armour. If in doubt, ask the Game Master and discuss it.
Armour Point Value Table
Type of Armour Armour Points AP 50 % Damage AP 75 % Damage
Padded (light armour = LA)
100
50 (n/a)
25 (n/a)
Leather (LA)
180
90 (-1)
45 (-1)
Studded Leather (LA)
200
100 (-1)
50 (-2)
Chain Shirt (LA)
200
100 (-1)
50 (-2)
Hide (medium armour = MA)
210
105 (-1)
52 (-2)
Scale mail suit (MA)
230
115 (-1)
58 (-2)
Chain mail suit (MA)
250
125 (-1)
62 (-2)
Breast plate (MA)
260
130 (-1)
65 (-2)
Splint mail (heavy armour = HA)
270
135 (-1)
68 (-2)
Banded mail (HA)
280
140 (-1)
70 (-2)
Half-Plate (HA)
320
160 (-1)
80 (-2)
Full Plate (HA)
400
200 (-1)
100 (-2)
Buckler (LA)
30
15 (n/a)
7 (n/a)
Shield, small, wooden (LA)
40
20 (n/a)
10 (n/a)
Shield, small, steel (LA)
70
35 (n/a)
17 (n/a)
Shield, large, wooden (LA)
60
30 (n/a)
15 (-1)
Shield, large, steel (LA)
180
90 (n/a)
45 (-1)
Shield, tower (LA)
200
100 (n/a)
50 (-1)
Armour Spikes (extras = E)
10 per spike
5 (n/a)
2 (n/a)
Leather Gauntlet (E)
10
5 (n/a)
2 (n/a)
Mail Gauntlet (E)
20
10 (n/a)
5 (n/a)
Helm, small (E)
25
12 (n/a)
6 (n/a)
Helm, great (E)
50
25 (n/a)
12 (n/a)
Heavy Cloak
50
25 (n/a)
12 (n/a)
Note: Heavy Cloaks maybe worn in addition to other armour.
______________________________________________________
These house rules were originally 2nd Ed AD&D house rules converted to 3rd Ed D&D and still need some "tweeking", but over all, it doesn't really take away from the combat situations once players get comfortable with it, just like any other rules. Finally a reason to have the blacksmith/ armoursmith and a way to have PC spend that whole extra 100 silver they just fought tooth and nail for.
These rules have done well in my past games and for Game Masters who look to add a level of realism to there campaigns, this isn't so bad of an approach.
I hope someone will get a chance to use these and give it a few games to see how it fits in.
If someone has a similar system, please share it with me.
Thanks
P. aka The Ancient Gamer.


Thanks

Armour Point System
General / Introduction
The Armour Point System (APS), has been developed to maintain a record of damage done to a player character’s armour. In the course of an adventurer’s travels, it mostly consists of exposing the armour to harsh environments and the results of combat. The armour undergoes wear, tear, and damage. Without proper maintenance and repairs, the armour’s protective effectiveness decreases. APS tries to reflect this by assigning Armour Points (AP), to the type of armour worn.
Damage is calculated against the armour in several ways. Light armour, Extras, and Shields receive 100% of any physical damage, Medium armour receives 100% of damage minus (-1) one point of damage with a minimum of one (1) point of damage sustained, and Heavy armour receives 100% of any physical damage minus (-2) two points of damage with a minimum of one (1) point of damage sustained.
Once armour has received damage equal to 50% of its total core points, then the armour effectively goes down by one (1) armour class value; 75% of its core points would effect the armour class value by two (2); while 100% of its core points would destroy the armour completely (note: a minimum of one (1) armour adjustment point is always maintained unless 100% of core AP are loss).
For example...Half plate armour AP is reduced to 50% of its core point value, and becomes an AC adjustment of +6 instead of an AC of +7.
The AC point value adjustment is also dependent of the type of armour worn. See Armour Point Value table for further information.
Effects of Weather and other damaging factors
Heat and cold, dryness and wetness can play havoc on armour. If the armour is not maintained, then rot (leather or cotton items) and/or rust (metal) will plague the armour and decrease it’s effectiveness for protection. Methods of maintenance usually consist of keeping the armour clean, oiling it, small repairs, and paying a visit to your local armour smith for an overhaul once in awhile. It is perfectly understood that player character’s can apply this “maintenance upkeep” automatically under certain auspiciousness (i.e. the purchase of armour oil, etc...), but if no effort is made to purchase armour oil or to clean their armour after a particularly “gory” combat encounter (blood does wonders to metal), then in time, the armour will reflect this lack of maintenance. Negligence in maintaining the armour will result in a loss of 1d10 AP, per five (5) days of neglect.
Magical Armour
Magical armour will have additional magic base AP dependant upon its class; Light armour, Extras, and Shields, plus 20 AP; Medium armour, plus 30 AP; and Heavy armour, plus 40 AP. Another 10 AP per magical bonus is also added to the core amount of the armour’s AP value.
For example...a magical +4 chain mail suit of armour has 250 core Armour Points + a magical base for medium armour of 30 AP + 10 AP per magical bonus of 40 AP equals a total of 320 AP.
Shields, helms, and hand wear receive only the magical base AP.
Armour Repairs
To repair armour, several factors have to be considered: class of armour (light?, medium?, etc...); type of armour (leather or metal based), repairing skill available, materials and resources available, and time. Also, magical armour will require special circumstances to get repaired. As long as these factors are considered, then repair of the armour can be affected.
Repairing armour is the difference of the base cost and max possible armour points for the type of armour, divided by 10%.
For example...Chain mail armour costs 150 gp and has 250 AP, the difference of 100 points equals 10 AP of repairs per gold piece.

Armour Point Value Table
Type of Armour Armour Points AP 50 % Damage AP 75 % Damage
Padded (light armour = LA)
100
50 (n/a)
25 (n/a)
Leather (LA)
180
90 (-1)
45 (-1)
Studded Leather (LA)
200
100 (-1)
50 (-2)
Chain Shirt (LA)
200
100 (-1)
50 (-2)
Hide (medium armour = MA)
210
105 (-1)
52 (-2)
Scale mail suit (MA)
230
115 (-1)
58 (-2)
Chain mail suit (MA)
250
125 (-1)
62 (-2)
Breast plate (MA)
260
130 (-1)
65 (-2)
Splint mail (heavy armour = HA)
270
135 (-1)
68 (-2)
Banded mail (HA)
280
140 (-1)
70 (-2)
Half-Plate (HA)
320
160 (-1)
80 (-2)
Full Plate (HA)
400
200 (-1)
100 (-2)
Buckler (LA)
30
15 (n/a)
7 (n/a)
Shield, small, wooden (LA)
40
20 (n/a)
10 (n/a)
Shield, small, steel (LA)
70
35 (n/a)
17 (n/a)
Shield, large, wooden (LA)
60
30 (n/a)
15 (-1)
Shield, large, steel (LA)
180
90 (n/a)
45 (-1)
Shield, tower (LA)
200
100 (n/a)
50 (-1)
Armour Spikes (extras = E)
10 per spike
5 (n/a)
2 (n/a)
Leather Gauntlet (E)
10
5 (n/a)
2 (n/a)
Mail Gauntlet (E)
20
10 (n/a)
5 (n/a)
Helm, small (E)
25
12 (n/a)
6 (n/a)
Helm, great (E)
50
25 (n/a)
12 (n/a)
Heavy Cloak
50
25 (n/a)
12 (n/a)
Note: Heavy Cloaks maybe worn in addition to other armour.
______________________________________________________
These house rules were originally 2nd Ed AD&D house rules converted to 3rd Ed D&D and still need some "tweeking", but over all, it doesn't really take away from the combat situations once players get comfortable with it, just like any other rules. Finally a reason to have the blacksmith/ armoursmith and a way to have PC spend that whole extra 100 silver they just fought tooth and nail for.

These rules have done well in my past games and for Game Masters who look to add a level of realism to there campaigns, this isn't so bad of an approach.
I hope someone will get a chance to use these and give it a few games to see how it fits in.
If someone has a similar system, please share it with me.
Thanks
P. aka The Ancient Gamer.
