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Help me convince my players to wear heavy armor.
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<blockquote data-quote="Dykstrav" data-source="post: 3071022" data-attributes="member: 40522"><p><strong>Armor and hit dice</strong></p><p></p><p>The first thing to consider is that your players are telling you what kind of game they want to play when they make their characters. The simplest way to deal with it is to discuss the type of campaign you want to play before you make characters. Share with them your images, communicate that you want heavily-armored fighters. In the same way that players wouldn't make elven swashbuckers or halfling rogues for a game set in an ancient Egypt-themed setting, they'll pick up on the general mood and tone you're going for and play to it. Perhaps you're wanting to play a hunt against giants in a frozen tundra- I'd expect to see some grim Norse-style fighters and barbarians with stout armor.</p><p></p><p>Your campaign, once ongoing, can encourage the use of heavy armor. Don't make vast areas where characters will have to use Climb and Swim alot, they won't care about the Armor Check penalty to those skills. Provide <em>potions of hiding</em> and <em>potions of sneaking</em>- suddenly the rogue or ranger won't care about the armor check penalty to his checks. There are armor properties to make these skill checks betetr, such as a suit of +1 chainmail of silent moves. Assuming that your rogue is possessed of a modicum of intelligence, he'll choose this any day over a suit of +1 studded leather. This alone might encourage the players to wear heavier armor.</p><p></p><p>Adventure design itself can lend a distinctive hand to encouraging heavy armor. The adventure takes the characters into a dungeon of narrow, twisting corridors between 5 and 10 feet wide. When monsters attack, the fighter bottlenecked on the front line is going to be alot more important than the rogue or monk being able to Tumble across the battlefield. Suddenly the wizard and archery-focused ranger will be glad that the fighter standing between them and a bloody death is wearing several pounds of steel. Just imagine a run-in with a troll like this: the fighter hacks away at the beast as the cleric heals him, the rogue takes shots with their corssbow and the wizard tosses <em>acid arrows</em>. Sure, not everyone is making the hits, but everyone is getting a chance to shine.</p><p></p><p>The lack of appeal that heavy armor currently has in the game is largely due to how the game itself is designed. As neophyte 1st-level characters, you can crank oout the Dex or spend your cash on a suit of scale mail. Either way, starting characters tend to hover somewhere in the 14-16 range for AC in my experience. They either don't have the Dex to bump it up or they can't afford cool armor or magical gear at first.</p><p></p><p>Some characters really shouldn't wear armor at all- sorcerers and wizards are the most obvious, but an armored monk or rogue also sticks out. It's really for these characters that the various AC buffing items come into play. In the real world, only the most wealthy of warriors could get the thickest, heaviest armor there was.</p><p></p><p>That all being said, I think the lack of heavy armor fundamentally boils down to the way the game is designed: as characters advance in level, BAB increases but not AC. This consistently makes characters easier to hit as the levels crank up. How has D&D always handled this? You get an extra hit die every level. You don't actually get any harder to hit, you just get harder to kill. This isn't particularly satisfying from a thematic or logical standpoint. Just because Tordek is now 10th level, he has less to fear from an orc waving a battleaxe around? Have you ever seen mighty heroes of fiction that aren't concerned about other people wanting to stick pointed things into their bodies? "Oh, kobolds with daggers? They could stab me approximately twelve times before I'd have to worry about dying." This sort of thinking and discussion takes place in gaming all the time, but far less often in fantasy literature, legends, or mythology.</p><p></p><p>If you're looking for a rules way to fix it, I'd really suggest you check out the armor as damage reduction in Unearthed Arcana.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 3071022, member: 40522"] [b]Armor and hit dice[/b] The first thing to consider is that your players are telling you what kind of game they want to play when they make their characters. The simplest way to deal with it is to discuss the type of campaign you want to play before you make characters. Share with them your images, communicate that you want heavily-armored fighters. In the same way that players wouldn't make elven swashbuckers or halfling rogues for a game set in an ancient Egypt-themed setting, they'll pick up on the general mood and tone you're going for and play to it. Perhaps you're wanting to play a hunt against giants in a frozen tundra- I'd expect to see some grim Norse-style fighters and barbarians with stout armor. Your campaign, once ongoing, can encourage the use of heavy armor. Don't make vast areas where characters will have to use Climb and Swim alot, they won't care about the Armor Check penalty to those skills. Provide [I]potions of hiding[/I] and [I]potions of sneaking[/I]- suddenly the rogue or ranger won't care about the armor check penalty to his checks. There are armor properties to make these skill checks betetr, such as a suit of +1 chainmail of silent moves. Assuming that your rogue is possessed of a modicum of intelligence, he'll choose this any day over a suit of +1 studded leather. This alone might encourage the players to wear heavier armor. Adventure design itself can lend a distinctive hand to encouraging heavy armor. The adventure takes the characters into a dungeon of narrow, twisting corridors between 5 and 10 feet wide. When monsters attack, the fighter bottlenecked on the front line is going to be alot more important than the rogue or monk being able to Tumble across the battlefield. Suddenly the wizard and archery-focused ranger will be glad that the fighter standing between them and a bloody death is wearing several pounds of steel. Just imagine a run-in with a troll like this: the fighter hacks away at the beast as the cleric heals him, the rogue takes shots with their corssbow and the wizard tosses [I]acid arrows[/I]. Sure, not everyone is making the hits, but everyone is getting a chance to shine. The lack of appeal that heavy armor currently has in the game is largely due to how the game itself is designed. As neophyte 1st-level characters, you can crank oout the Dex or spend your cash on a suit of scale mail. Either way, starting characters tend to hover somewhere in the 14-16 range for AC in my experience. They either don't have the Dex to bump it up or they can't afford cool armor or magical gear at first. Some characters really shouldn't wear armor at all- sorcerers and wizards are the most obvious, but an armored monk or rogue also sticks out. It's really for these characters that the various AC buffing items come into play. In the real world, only the most wealthy of warriors could get the thickest, heaviest armor there was. That all being said, I think the lack of heavy armor fundamentally boils down to the way the game is designed: as characters advance in level, BAB increases but not AC. This consistently makes characters easier to hit as the levels crank up. How has D&D always handled this? You get an extra hit die every level. You don't actually get any harder to hit, you just get harder to kill. This isn't particularly satisfying from a thematic or logical standpoint. Just because Tordek is now 10th level, he has less to fear from an orc waving a battleaxe around? Have you ever seen mighty heroes of fiction that aren't concerned about other people wanting to stick pointed things into their bodies? "Oh, kobolds with daggers? They could stab me approximately twelve times before I'd have to worry about dying." This sort of thinking and discussion takes place in gaming all the time, but far less often in fantasy literature, legends, or mythology. If you're looking for a rules way to fix it, I'd really suggest you check out the armor as damage reduction in Unearthed Arcana. [/QUOTE]
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