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<blockquote data-quote="Thondor" data-source="post: 2800036" data-attributes="member: 31955"><p>I've thought about this idea many times and I'm still not sure how I want to handle it.</p><p>The underlying concepts behind it are very good - the idea that yes someone wearing a helmet is less likely to be damaged then someone wearing a helmet and as the head is a major target for critical hits that helms should reduce the chances of receiving a critical hit. Further the principal that helmets limit ability to see and hear. All good real world principles but can we make it viable? Here's my thoughts:</p><p></p><p>Open Face and ear helmet: Spot -1, Listen -1, 5% crit resistance</p><p>Open Face helm: Spot -1, Listen -3, 10% crit resistance </p><p>Great Helm: Spot -3, Listen -3, 15% crit resistance </p><p>Visored Helm: acts as open face helm when not in combat(visor up) - Great helm while in combat(visor down)</p><p></p><p>Open Face and ear helmet: Despite the openings this helmet still inhibits the ability to turn your neck and hearing is still slightly impaired.</p><p>Open Face helm: Like the above but blocks even more the hearing of the individual</p><p>Great Helm: Put on this helm and you see slits - good luck noticing people sneeking up behind you!</p><p>Visored Helm: The best of two worlds - as long as your not surprised. Visored Helms may also have ear Flaps but are much more expensive.</p><p></p><p><u>Actions to dawn helms.</u></p><p>It takes a move-equivalent action to dawn all helms - and yes your character really doesn't want to run around wearing a great helm all the time there hot besides the obvious penalties.</p><p>Characters may choose to wear the other helms when they are expecting combat.</p><p>Intantaneous action- to drop the visor of a visored helm</p><p> To drop both the ear flaps and visor of an expensive Visored Helm, still takes a move equivalent action.</p><p></p><p>Enchantement</p><p>Helms may be enchanted to hold a <em>helm</em> AC bonus of up to +2 beyond that the enchantement switches over to an armor AC bonus and does not stack with armor enchantments</p><p>Further Helms can be given the Fortification Light property (an extra 25% resistance to criticals) but this is considered a +2 enhancement. Heavy fortification of armor id now impossible but the same result can be achieved through the wearing of a fortified Helm and a moderate suit. </p><p>Further Helm enchantements should be house ruled on a case by case basis - reminder that characters will not wear there helm all the time. Helms should be able to be enchanted with the standard enchantments for the head slot (which they take up when enchanted) except for the improving of spot and listen checks.</p><p></p><p>I might elaborate on the logic of my decisions later . . . as soon as I can figure it out. Comments?</p></blockquote><p></p>
[QUOTE="Thondor, post: 2800036, member: 31955"] I've thought about this idea many times and I'm still not sure how I want to handle it. The underlying concepts behind it are very good - the idea that yes someone wearing a helmet is less likely to be damaged then someone wearing a helmet and as the head is a major target for critical hits that helms should reduce the chances of receiving a critical hit. Further the principal that helmets limit ability to see and hear. All good real world principles but can we make it viable? Here's my thoughts: Open Face and ear helmet: Spot -1, Listen -1, 5% crit resistance Open Face helm: Spot -1, Listen -3, 10% crit resistance Great Helm: Spot -3, Listen -3, 15% crit resistance Visored Helm: acts as open face helm when not in combat(visor up) - Great helm while in combat(visor down) Open Face and ear helmet: Despite the openings this helmet still inhibits the ability to turn your neck and hearing is still slightly impaired. Open Face helm: Like the above but blocks even more the hearing of the individual Great Helm: Put on this helm and you see slits - good luck noticing people sneeking up behind you! Visored Helm: The best of two worlds - as long as your not surprised. Visored Helms may also have ear Flaps but are much more expensive. [U]Actions to dawn helms.[/U] It takes a move-equivalent action to dawn all helms - and yes your character really doesn't want to run around wearing a great helm all the time there hot besides the obvious penalties. Characters may choose to wear the other helms when they are expecting combat. Intantaneous action- to drop the visor of a visored helm To drop both the ear flaps and visor of an expensive Visored Helm, still takes a move equivalent action. Enchantement Helms may be enchanted to hold a [I]helm[/I] AC bonus of up to +2 beyond that the enchantement switches over to an armor AC bonus and does not stack with armor enchantments Further Helms can be given the Fortification Light property (an extra 25% resistance to criticals) but this is considered a +2 enhancement. Heavy fortification of armor id now impossible but the same result can be achieved through the wearing of a fortified Helm and a moderate suit. Further Helm enchantements should be house ruled on a case by case basis - reminder that characters will not wear there helm all the time. Helms should be able to be enchanted with the standard enchantments for the head slot (which they take up when enchanted) except for the improving of spot and listen checks. I might elaborate on the logic of my decisions later . . . as soon as I can figure it out. Comments? [/QUOTE]
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