ClaytonCross
Kinder reader Inflection wanted
-- I have said it before and I will say it again. Sometimes I just need to get an idea out of my head. Take it or leave it. --
I was trying to make as few rules as I could for armor durability that were easy to understand and follow. I feel like this works. I do realize it would work best if you mark AC "transition levels" and the GM and players will have to call the roles to hit not just say "hit". Nether seem like a big deal to me but it actually works better with pen and paper since your digital forms will not have a spot to track
I do get some people will complain Wizards using mage armor, Barbarians, and monks are largely unaffected. I actually like that flavor. ... I mean its homebrew. Edit: This homebrew would be intended as homebrew for a more gritty campaign, would not be for the masses, and it would be extremely unlikely that other classes would not have similar rules to deal with. Example, the same homebrew campaign might not allow casters to use arcane focus and be forced to track material components. That would be a similar off set that someone playing this type of game might want.
---That said, here it is:
Attacks that miss below natural armor + applied dexterity modifier have no effect.
(Example: Wearing medium armor with a 16 dex, armor is not damaged if opponent rolls less than 12, 10 + max dex bonus)
Attacks that miss because of armor value over 10 causes 1 damage to the armor. Or 1 point of damage from a failed save against area of effect force or acid damage.
(Example: Wearing Studded leather base 12 with 20 dex or AC17, the armor takes 1 damage if the opponent roles a 15 or 16 to hit. If carrying a shield raising AC to 19 then 15-16 damages armor and 17-18 damages the shield)
Durability of armor is the AC of the armor for light armor, AC times 2 for medium armor, AC times 3 for heavy armor, and Shields have durability of 20.
(Example: Studded Leather durability 12, Half-plate durability 30, and Plate durability 54. The scaling durability is important not only due to the increase in cost but also because the higher AC the more likely it would be damaged)
Casting mending within an hour of the damage to armor reduces total damage taken by half by sealing holes in the armor (round down to a minimum 1). Additional casts of mending have no effect due the spelling being unable to repair stress and wear on the armor.
( I limit it just to make tracking less of pain and so that having one player with mending does void it but at the same time it makes having more useful to have.)
If the durability drops to 0, the armor stops providing an AC adjustment but maintains dexterity restrictions while worn and weight. Shields simple break and fall off unable to be used in order to gain +2 to AC. It maybe possible to repair the armor with have the cost in materials if you are proficient and have access to the appropriate tools however a failing a DC15 test may mean its cheaper to just replace them or they are destroyed beyond reasonable repair.
Edit: I would make magic items unaffected as part of being enchanted. Most people I have played with describe them as not rusting already so I am just continuing that. This also helps reduce the issue of more hits in longer fights due to increased health at late game but I would also point out that missing in just the range of armor will also be more rare since higher level fights tend to be more if characters can kill the enemies before they run out of hit points due to a lot of late game enemies having really high attacks.
...That's just my shot at it.
I was trying to make as few rules as I could for armor durability that were easy to understand and follow. I feel like this works. I do realize it would work best if you mark AC "transition levels" and the GM and players will have to call the roles to hit not just say "hit". Nether seem like a big deal to me but it actually works better with pen and paper since your digital forms will not have a spot to track
"transition levels"
but its pretty easy just to write it down.I do get some people will complain Wizards using mage armor, Barbarians, and monks are largely unaffected. I actually like that flavor. ... I mean its homebrew. Edit: This homebrew would be intended as homebrew for a more gritty campaign, would not be for the masses, and it would be extremely unlikely that other classes would not have similar rules to deal with. Example, the same homebrew campaign might not allow casters to use arcane focus and be forced to track material components. That would be a similar off set that someone playing this type of game might want.
---That said, here it is:
Attacks that miss below natural armor + applied dexterity modifier have no effect.
(Example: Wearing medium armor with a 16 dex, armor is not damaged if opponent rolls less than 12, 10 + max dex bonus)
Attacks that miss because of armor value over 10 causes 1 damage to the armor. Or 1 point of damage from a failed save against area of effect force or acid damage.
(Example: Wearing Studded leather base 12 with 20 dex or AC17, the armor takes 1 damage if the opponent roles a 15 or 16 to hit. If carrying a shield raising AC to 19 then 15-16 damages armor and 17-18 damages the shield)
Durability of armor is the AC of the armor for light armor, AC times 2 for medium armor, AC times 3 for heavy armor, and Shields have durability of 20.
(Example: Studded Leather durability 12, Half-plate durability 30, and Plate durability 54. The scaling durability is important not only due to the increase in cost but also because the higher AC the more likely it would be damaged)
Casting mending within an hour of the damage to armor reduces total damage taken by half by sealing holes in the armor (round down to a minimum 1). Additional casts of mending have no effect due the spelling being unable to repair stress and wear on the armor.
( I limit it just to make tracking less of pain and so that having one player with mending does void it but at the same time it makes having more useful to have.)
If the durability drops to 0, the armor stops providing an AC adjustment but maintains dexterity restrictions while worn and weight. Shields simple break and fall off unable to be used in order to gain +2 to AC. It maybe possible to repair the armor with have the cost in materials if you are proficient and have access to the appropriate tools however a failing a DC15 test may mean its cheaper to just replace them or they are destroyed beyond reasonable repair.
Edit: I would make magic items unaffected as part of being enchanted. Most people I have played with describe them as not rusting already so I am just continuing that. This also helps reduce the issue of more hits in longer fights due to increased health at late game but I would also point out that missing in just the range of armor will also be more rare since higher level fights tend to be more if characters can kill the enemies before they run out of hit points due to a lot of late game enemies having really high attacks.
...That's just my shot at it.
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