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DnD One Piece Homebrew: Armor Class
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<blockquote data-quote="touc" data-source="post: 9830806" data-attributes="member: 19270"><p><strong>First post, welcome to the community (it's a wonderful one).</strong></p><p></p><p>So, <strong>caveat. </strong>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.</p><p></p><p><strong>Even so, what you're thinking can be done. </strong>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).</p><p></p><p>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.</p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="touc, post: 9830806, member: 19270"] [B]First post, welcome to the community (it's a wonderful one).[/B] So, [B]caveat. [/B]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. [B]Even so, what you're thinking can be done. [/B]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). [/QUOTE]
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DnD One Piece Homebrew: Armor Class
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