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<blockquote data-quote="Thondor" data-source="post: 2803171" data-attributes="member: 31955"><p>Wolf 72, </p><p>I really don't feel that a character is going to walk around with a helmet that gives a -6 to spot and listen and only a +4 AC improvement against conforming critical hits, it's not enough of a trade off in my opinion. If you wanted to go with the actual armor class bonus on confirmed crits (meaning a doubling of the actual base AC, not magical enhancements of the armor) and armor class penalty of that suit - I think the trade off would be a little more fair. After all critical hits don't actually happen all that often. </p><p>What if a player says I want a light helmet with a Heavy suit? I assume that would be fine after all the penalties/bonuses whould still work the same. </p><p>You also have to consider the fact that if we are making specific rules for helmets we should have specific rules for donning helmets - after almost no one wears their helmets all the time. Actually my initial reaction was perhaps a little harsh. If you incorporate some sort of donning rules, then the penalties are not so restrictive. </p><p>Stepping back it's a very good concept. And perhaps easier to implement then my method after all the Fortification spell rules wouldn't have to be changed. It fits more simply within the standard framework.</p></blockquote><p></p>
[QUOTE="Thondor, post: 2803171, member: 31955"] Wolf 72, I really don't feel that a character is going to walk around with a helmet that gives a -6 to spot and listen and only a +4 AC improvement against conforming critical hits, it's not enough of a trade off in my opinion. If you wanted to go with the actual armor class bonus on confirmed crits (meaning a doubling of the actual base AC, not magical enhancements of the armor) and armor class penalty of that suit - I think the trade off would be a little more fair. After all critical hits don't actually happen all that often. What if a player says I want a light helmet with a Heavy suit? I assume that would be fine after all the penalties/bonuses whould still work the same. You also have to consider the fact that if we are making specific rules for helmets we should have specific rules for donning helmets - after almost no one wears their helmets all the time. Actually my initial reaction was perhaps a little harsh. If you incorporate some sort of donning rules, then the penalties are not so restrictive. Stepping back it's a very good concept. And perhaps easier to implement then my method after all the Fortification spell rules wouldn't have to be changed. It fits more simply within the standard framework. [/QUOTE]
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