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Armour rules from Unearthed Arcana
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<blockquote data-quote="El Mahdi" data-source="post: 4454874" data-attributes="member: 59506"><p>I liked the armor as DR also (satisfies the simulationist in me), but I found it brought it's own problems; the aforementioned "daggers are ineffective" problem, and the "I keep forgetting to subtract DR from any damage I take" problem (my players chief complaint) among others.</p><p> </p><p>I solved this in my game by eliminating DR and adding bonus hit points of a certain percentage of total Hit Points based on armor (i.e. leather armor adds 10% of total hit points; Plate armor adds 25% of total hit points, etc.). If the character takes his armor off, simply reduce his <u>current</u> total hit points by the same percentage. To aleviate the "Tank" effect by using AC and Defensive Progression, I reduced the AC bonus of armor by 1/2 and used it with defensive progression and a d20 defensive roll (instead of adding to 10). I also eliminated Max Dex bonus (with an AC reduction of 1/2 I considered it "added in"), but kept armor check penalties for use with skills and ability checks.</p><p> </p><p>If you feel that adding a defensive roll will slow down combat, start using either a predetermined attack score for monsters and npc's, or pre-roll a set of attack rolls for each monster and list them with their stats when you make them up.</p><p> </p><p>If the extra hit points make combat last excessively longer for you, increase the effectiveness of crits (i.e. instead of only automatic hits on a natural 20, make automatic hits on any natural roll within the weapons threat range).</p></blockquote><p></p>
[QUOTE="El Mahdi, post: 4454874, member: 59506"] I liked the armor as DR also (satisfies the simulationist in me), but I found it brought it's own problems; the aforementioned "daggers are ineffective" problem, and the "I keep forgetting to subtract DR from any damage I take" problem (my players chief complaint) among others. I solved this in my game by eliminating DR and adding bonus hit points of a certain percentage of total Hit Points based on armor (i.e. leather armor adds 10% of total hit points; Plate armor adds 25% of total hit points, etc.). If the character takes his armor off, simply reduce his [U]current[/U] total hit points by the same percentage. To aleviate the "Tank" effect by using AC and Defensive Progression, I reduced the AC bonus of armor by 1/2 and used it with defensive progression and a d20 defensive roll (instead of adding to 10). I also eliminated Max Dex bonus (with an AC reduction of 1/2 I considered it "added in"), but kept armor check penalties for use with skills and ability checks. If you feel that adding a defensive roll will slow down combat, start using either a predetermined attack score for monsters and npc's, or pre-roll a set of attack rolls for each monster and list them with their stats when you make them up. If the extra hit points make combat last excessively longer for you, increase the effectiveness of crits (i.e. instead of only automatic hits on a natural 20, make automatic hits on any natural roll within the weapons threat range). [/QUOTE]
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Armour rules from Unearthed Arcana
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