D&D General DnD One Piece Homebrew: Armor Class

I would add that you should probably look for a game that is closer to your desired end goal than 5E D&D. If you have to tear out major systems like the whole magic system and replace it, that's a clear sign you're starting with the wrong game. The hobby is filled with dozens or hundred of other games that could be much closer to what you're looking for.
 

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One Idea I had a log time ago for anime 5e was adding a "Parry AC" that you an use instead of base AC. It was roughly 12+weapon;s key ability modifier for simple weapons and 13+ weapon's key ability modifier for martial weapons, although you could also do something based on armor proficiency.

The idea was you could get decent AC just by carrying a weapon, but armor might be better (especially magic armor) so some people will use it but many people won't.
 

IMO, remove AC and to-hit rolls. Just roll damage.
Then double everyone's HP.

Also you might want to consider using a superhero RPG instead of D&D. There's several out there that would fit One Piece better.
 


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).

What @Remathilis suggests would work just fine:

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.

It would probably also be fine to just to 10 + Dex + Con bonus, to simplify it even further (which gives your front-line characters a higher AC than your more back-row characters, which reflects the heavy armor system pretty nicely).

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.

This can be a complicated thing. If you're comfortable with a light touch, re-flavoring can go a long way ("I Cast Magic Missile" can just be "I throw knives" if you're not too concerned with the details). Not seamless, but it works fine at a local table.

You could also just ban spellcasting classes, which will get you the result you need, at the expense of limiting some character options (though it's easier to make 3-5 fighter subclasses than it is to strip the spellcasting system out of the sorcerer, for instance).
 

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