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<blockquote data-quote="Thorvald Kviksverd" data-source="post: 487087" data-attributes="member: 1495"><p>I came up with this a few years ago, and have posted it a few times since when this topic has come up again...</p><p></p><p><strong>HELMETS</strong></p><p></p><p> (The underlying assumption being, that wearing a helmet doesn't make you any harder to</p><p> hit; but when a threat is scored a disproportionate number of these will target the head,</p><p> and therefore a helmet should provide a disproportionate amount of protection at these</p><p> times--and not having one on at such times is a VERY bad idea indeed!)</p><p></p><p> Type_____ThreatAP's_____Penalty_____SpellFail</p><p></p><p> None________-4____________0____________+0%</p><p> Light_______-2___________-1____________+10%</p><p> Medium_______0___________-3____________+25%</p><p> Heavy_______+2___________-6____________+50%</p><p></p><p> notes-</p><p></p><p> ThreatAP's: added to armor class before threat roll is made to test for a critical.</p><p></p><p> Penalty(proficient): applies to all checks related to vision or hearing(and perhaps smell, in</p><p> the case of the heavy helm). One-half of the modifier(0/0/-1/-3) applies to archery(bows,</p><p> not crossbows).</p><p></p><p> Penalty(non-proficient): applies to all checks related to vision or hearing(and sometimes</p><p> smell). The greater of the helmet or armor penalty applies to all attack rolls.</p><p></p><p> SpellFail: applies to spells with verbal components.</p><p></p><p>______________________________</p><p></p><p>If you don't want to penalize a character for not wearing a helmet, you can change the threat APs around and give a +0 modifier for "none"--the light , medium, and heavy categories could then be given modifiers of +1, +2, and +3 respectively (or something like that). It really depends on the flavor of your campaign.</p><p>_______________________________</p><p></p><p>Something I do in my Basic D&D campaign that's a bit simpler...</p><p></p><p>Wearing a Helm/et gives a character a chance to convert a critical hit to a normal one...</p><p></p><p>Helmet: 1 on a d6</p><p></p><p>Helmet: 1-2 on a d6</p><p></p><p>If you prefer them to provide more protection, you can extend the range of each by 1 (i.e. 1-2 and 1-3).</p></blockquote><p></p>
[QUOTE="Thorvald Kviksverd, post: 487087, member: 1495"] I came up with this a few years ago, and have posted it a few times since when this topic has come up again... [b]HELMETS[/b] (The underlying assumption being, that wearing a helmet doesn't make you any harder to hit; but when a threat is scored a disproportionate number of these will target the head, and therefore a helmet should provide a disproportionate amount of protection at these times--and not having one on at such times is a VERY bad idea indeed!) Type_____ThreatAP's_____Penalty_____SpellFail None________-4____________0____________+0% Light_______-2___________-1____________+10% Medium_______0___________-3____________+25% Heavy_______+2___________-6____________+50% notes- ThreatAP's: added to armor class before threat roll is made to test for a critical. Penalty(proficient): applies to all checks related to vision or hearing(and perhaps smell, in the case of the heavy helm). One-half of the modifier(0/0/-1/-3) applies to archery(bows, not crossbows). Penalty(non-proficient): applies to all checks related to vision or hearing(and sometimes smell). The greater of the helmet or armor penalty applies to all attack rolls. SpellFail: applies to spells with verbal components. ______________________________ If you don't want to penalize a character for not wearing a helmet, you can change the threat APs around and give a +0 modifier for "none"--the light , medium, and heavy categories could then be given modifiers of +1, +2, and +3 respectively (or something like that). It really depends on the flavor of your campaign. _______________________________ Something I do in my Basic D&D campaign that's a bit simpler... Wearing a Helm/et gives a character a chance to convert a critical hit to a normal one... Helmet: 1 on a d6 Helmet: 1-2 on a d6 If you prefer them to provide more protection, you can extend the range of each by 1 (i.e. 1-2 and 1-3). [/QUOTE]
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