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Help me convince my players to wear heavy armor.
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<blockquote data-quote="Hawken" data-source="post: 3060923" data-attributes="member: 23619"><p>I just thought of these as I was reading through the posts. </p><p></p><p>--assign DR, maybe equal to 1/2 the AC value provided by the armor. This would give leather armor a DR of 1/-- and Full Plate DR 4/--. </p><p>--Offer feats characters can take that will increase the DR of the armor by up to an equal amount the armor originally provides.</p><p>--Grant the AC value of the armor as a bonus to Strength checks and checks to resist certain things. Someone in Full Plate is going to be a lot more difficult to Bull Rush or Grapple than someone in light or no armor--its just much heavier and its not nearly as flexible. </p><p>--Provide a bonus to damage equal to the DR bonus the armor provides. </p><p>--Use/improvise Hardness rules. Someone in full plate could easily crash through a wooden door, while an unarmored person is going to bruise their shoulder. </p><p>--Allow the DR to apply to all damage dice. So, a 10D6 fireball dropped on a full plate wearing warrior (DR 4/--) is going to inflict only 1-2 points of damage per die that is a 5 or a 6. Or maybe halve the DR against magic, full plate armor stopping 2 pts per die is going to inflict a lot of respect for heavy armor. This could be balanced by certain effects doing certain things to the armor. Electric attacks may inflict +1 or 2 points per die, while acid may not damage the person, it could reduce the armor's DR until repaired. </p><p>--Allow DR to apply to all damage die for critical hits, sneak attacks, etc. </p><p>--Offer feats that can reduce the armor check penalty by 1 or 2 points. Or increase the max Dex bonus by 1 or 2 points. </p><p>--Allow the DR bonus to be added to the AC value when the attacker is rolling to confirm a critical hit. It should be a lot harder to score a critical hit on someone in platemail over someone in leather.</p></blockquote><p></p>
[QUOTE="Hawken, post: 3060923, member: 23619"] I just thought of these as I was reading through the posts. --assign DR, maybe equal to 1/2 the AC value provided by the armor. This would give leather armor a DR of 1/-- and Full Plate DR 4/--. --Offer feats characters can take that will increase the DR of the armor by up to an equal amount the armor originally provides. --Grant the AC value of the armor as a bonus to Strength checks and checks to resist certain things. Someone in Full Plate is going to be a lot more difficult to Bull Rush or Grapple than someone in light or no armor--its just much heavier and its not nearly as flexible. --Provide a bonus to damage equal to the DR bonus the armor provides. --Use/improvise Hardness rules. Someone in full plate could easily crash through a wooden door, while an unarmored person is going to bruise their shoulder. --Allow the DR to apply to all damage dice. So, a 10D6 fireball dropped on a full plate wearing warrior (DR 4/--) is going to inflict only 1-2 points of damage per die that is a 5 or a 6. Or maybe halve the DR against magic, full plate armor stopping 2 pts per die is going to inflict a lot of respect for heavy armor. This could be balanced by certain effects doing certain things to the armor. Electric attacks may inflict +1 or 2 points per die, while acid may not damage the person, it could reduce the armor's DR until repaired. --Allow DR to apply to all damage die for critical hits, sneak attacks, etc. --Offer feats that can reduce the armor check penalty by 1 or 2 points. Or increase the max Dex bonus by 1 or 2 points. --Allow the DR bonus to be added to the AC value when the attacker is rolling to confirm a critical hit. It should be a lot harder to score a critical hit on someone in platemail over someone in leather. [/QUOTE]
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