Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew: Simple Armor durability and degradation rules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ClaytonCross" data-source="post: 7358490" data-attributes="member: 6880599"><p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">-- 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. --</span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'"></span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">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 <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">"transition levels"</span></span></p></p> <p style="text-align: left">but its pretty easy just to write it down.</span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'"></span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">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: <strong>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.</strong></span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'"></span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">---That said, here it is:</span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'"></span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">Attacks that miss below natural armor + applied dexterity modifier have no effect. </span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">(Example: Wearing medium armor with a 16 dex, armor is not damaged if opponent rolls less than 12, 10 + max dex bonus)</span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'"></span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'"></span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">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.</span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">(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)</span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'"></span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'"></span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">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.</span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">(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)</span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'"></span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">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.</span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">( 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.)</span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'"></span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">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.</span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'"></span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">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.</span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'"></span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'">...That's just my shot at it.</span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'"></span></span></p> <p style="text-align: left"><span style="color: #000000"><span style="font-family: 'Helvetica Neue'"></span></span></p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7358490, member: 6880599"] [LEFT][COLOR=#000000][FONT=Helvetica Neue]-- 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 [LEFT][COLOR=#000000][FONT=Helvetica Neue]"transition levels"[/FONT][/COLOR][/LEFT] 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: [B]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.[/B] ---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. [/FONT][/COLOR][/LEFT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew: Simple Armor durability and degradation rules
Top