D&D General DnD One Piece Homebrew: Armor Class

JAYDEE

First Post
Been a long time One Piece fan and a recent DnD player. Ive recently been obsessed with making a One Piece accurate DnD campaign but I've hit a wall in class and species making. The main issue is that i have to get rid of all spells and magic mechanics, which I'm starting to get my head around. Where I'm at this moment is with armor class. In the one piece world armor dose exist such as characters like Don Krieg but many charters don't have armor. So what I'm asking is should I create a mechanic to increase armor class naturally every level or should all charters be given an extra action per-turn to dodging or block(like how Zoro blocks bullets with his swords). Devil fruits are items that also have their own AC but im not accounting for them in this question. Ive also considers Haki but it'll be a higher level to remain lore accurate. Also if theres already unarmored builds and mechanics that a veteran could point out that would be great.

PS: I've never DMed
 

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I'm only familiar with the show.

Old Star Wars RPG let you add your level to AC. That's to bonkers in 5E but everyone could gain proficiency to AC.

AC 15 -21 naked plus whatever you get via
Magic.
 
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Unarmored Defense. Every Character adds their Primary Ability Score to 10+ Dexterity. So a Fighter is 10 + Str + Dex, a Cleric is 10 + Wis + Dex, etc. Considering you are effectively overhauling the whole class system to remove magic (and thus a lot of the magical bonuses that come from spells and magic items) this shouldn't be overpowering. Most PCs will start around AC 15 and Cap at 17-20.
The only issue is the Rogue, Who would either get double Dex or need a different ability score.
 

Unarmored Defense. Every Character adds their Primary Ability Score to 10+ Dexterity. So a Fighter is 10 + Str + Dex, a Cleric is 10 + Wis + Dex, etc. Considering you are effectively overhauling the whole class system to remove magic (and thus a lot of the magical bonuses that come from spells and magic items) this shouldn't be overpowering. Most PCs will start around AC 15 and Cap at 17-20.
The only issue is the Rogue, Who would either get double Dex or need a different ability score.
Could do AC as the two saves?
 

First post, welcome to the community (it's a wonderful one).

So, caveat. Modifying rules when you've never DM'd isn't a definite "don't do it" (the creators dating back to the 1970s said the rules are guidelines and if you want something changed, then change it), but there is an underlying math and ratio of treasure acquisition that affects what you're doing. So, it's not always a good thing to fiddle with the basic rules unless you really know them inside and out.

Even so, what you're thinking can be done. The simplest act would be to reflavor and rename armor. This avoids having to change the math and treasure economy. No changes in the rules, you're just renaming all the armors. For example, padded might become a "basic outfit." Sure, anyone can put one on, but some are better at making it work (aka avoiding damage). Leather might become your "pirate colors" and Studded Leather the same but with a lucky hat. You can keep going all the way to Plate (maybe mismatched metal, like a Mad Max movie).

If you're using gun rules and are concerned about that, that's an entirely new thread, but holler if you want input. I'm currently running a pirate campaign on the high seas.

Finally, elaborate on your thoughts on why you need to get rid of magic and spells. Pretty much 50+% of D&D has to do with magic and spells, and that's a herculean task to do otherwise. Would it simply be easier to talk to your players in advance and come to some agreement that for flavor, no one takes a full casting class such as a cleric or wizard? As a severe warning, that's going to heavily gimp your players. Magic offers the option to resolve problems, whether it be combat or otherwise, without resorting to physical labor. When you remove an option to resolve problems, you can restrict player creativity to the point of forcing players into a single way to do things (a huge no-no in any role-playing game).
 

Where I'm at this moment is with armor class. In the one piece world armor dose exist such as characters like Don Krieg but many charters don't have armor. So what I'm asking is should I create a mechanic
Use the armor profs available to the class and give everyone the max AC they could possible get from wearing those armors automatically. All fighters have the AC of full plate at 1st level. Etc. Look through the DMG for when +X magic items should be handed out and give everyone an automatic +X to AC at those levels.

Take a feat to gain armor prof, your AC goes up. Multiclass and gain armor prof, your AC goes up.

Done.
 

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