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Help me convince my players to wear heavy armor.
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<blockquote data-quote="Nel" data-source="post: 3063392" data-attributes="member: 44172"><p>Some very good advices had been given here, but beside changing the rules you can simply modify the goods in themselves, by making new amors or modify those already existing, and doing the same with materials and armor magical abilities.</p><p>Or even change the rules AND the armors.</p><p></p><p>Example: consider that each armor has a 1/2-AC-bonus/- base DR, that adamantine offers +1/2-base-AC-bonus and +1/2-base-DR and that the adamantine effect can stack with the magical bonus that can itself be higher than +5 without becoming Epic.</p><p></p><p>A normal full-plate would offer +8 AC and 4/- DR, an adamantine full-plate would go for +12 AC and 6/- DR for 16,500 GP and a +10 adamantine full-plate would be +22 AC and 6/- DR under normal condition and still +12 AC and the same DR when in an antimagic field for 116,500 GP.</p><p></p><p>Nice, me say.</p><p></p><p>Of course, in any classic situation it would be broken but as your players seem to distate armors you have to make them alluring for them to break their habit.</p><p>And even if it becomes a true mountyhall then you can still decrease the power of armors step by step until you reach a point that you and your players judge fitting.</p></blockquote><p></p>
[QUOTE="Nel, post: 3063392, member: 44172"] Some very good advices had been given here, but beside changing the rules you can simply modify the goods in themselves, by making new amors or modify those already existing, and doing the same with materials and armor magical abilities. Or even change the rules AND the armors. Example: consider that each armor has a 1/2-AC-bonus/- base DR, that adamantine offers +1/2-base-AC-bonus and +1/2-base-DR and that the adamantine effect can stack with the magical bonus that can itself be higher than +5 without becoming Epic. A normal full-plate would offer +8 AC and 4/- DR, an adamantine full-plate would go for +12 AC and 6/- DR for 16,500 GP and a +10 adamantine full-plate would be +22 AC and 6/- DR under normal condition and still +12 AC and the same DR when in an antimagic field for 116,500 GP. Nice, me say. Of course, in any classic situation it would be broken but as your players seem to distate armors you have to make them alluring for them to break their habit. And even if it becomes a true mountyhall then you can still decrease the power of armors step by step until you reach a point that you and your players judge fitting. [/QUOTE]
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