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Help me convince my players to wear heavy armor.
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3063805" data-attributes="member: 20805"><p>Agreed, which is why I dropped the idea....</p><p></p><p></p><p></p><p>Disagreed. When I typed 'material' I meant the base AC bonus... quess I should have said that. Special materials rules, such as for adamantine, are not affected or included in this. The rule is simply that the more physical armor you wear, the less likely it is that you will sustain a critical injury.</p><p></p><p>Its close to the suggestion of adding a DR ability to the existing armor stats, but only affects critical hits. Additionally you don't have to answer the question of 'Why does my Barbarian not gain the same benefit from plate mail that a Fighter does?'</p><p> - Remember, DR doesn't stack...it overlaps <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p></p><p></p><p>I think your layout of extreme bracer paranoid build does a good job of showing that given enough money and magic, a character can be built to be very very good at one thing....</p><p></p><p>...and that armor is indeed the less likely approach in a game that fits the default, high magic, world. If heavy armor is to be an attractive option, one needs to reduce the magic level in the game and provide a minor benefit to the heavy armors beyond the typical AC boost.</p><p>IMO, my suggested HR is a simple and clean way to boost the attractiveness of heavy armors while not making them the 'must have' items of brokenness.</p><p> Its one easy change to a mechanic already in place. No changes to material, no changes to equipment listings. In play a simple {AC +8 vs Crits} could be added to the side of a plate mail wearing character's sheet.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3063805, member: 20805"] Agreed, which is why I dropped the idea.... Disagreed. When I typed 'material' I meant the base AC bonus... quess I should have said that. Special materials rules, such as for adamantine, are not affected or included in this. The rule is simply that the more physical armor you wear, the less likely it is that you will sustain a critical injury. Its close to the suggestion of adding a DR ability to the existing armor stats, but only affects critical hits. Additionally you don't have to answer the question of 'Why does my Barbarian not gain the same benefit from plate mail that a Fighter does?' - Remember, DR doesn't stack...it overlaps :) I think your layout of extreme bracer paranoid build does a good job of showing that given enough money and magic, a character can be built to be very very good at one thing.... ...and that armor is indeed the less likely approach in a game that fits the default, high magic, world. If heavy armor is to be an attractive option, one needs to reduce the magic level in the game and provide a minor benefit to the heavy armors beyond the typical AC boost. IMO, my suggested HR is a simple and clean way to boost the attractiveness of heavy armors while not making them the 'must have' items of brokenness. Its one easy change to a mechanic already in place. No changes to material, no changes to equipment listings. In play a simple {AC +8 vs Crits} could be added to the side of a plate mail wearing character's sheet. [/QUOTE]
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Help me convince my players to wear heavy armor.
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