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General Tabletop Discussion
*Dungeons & Dragons
Making armor modular
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<blockquote data-quote="Ganders" data-source="post: 7543007" data-attributes="member: 37815"><p>I'm going to be a bit discouraging here. Not because I don't like your idea, but because it's difficult to get right.</p><p></p><p>The armor section of the PHB is not just short and simple, it's also deliberately vague. For instance, some versions of half plate include helmet and gauntlets, others don't. Some half plates include simple greaves, others don't. Each player imagines their character how they like it. By detailing each part, you may actually end up restricting options rather than increasing them. But.... perhaps you could adapt the piecemeal armor rules from Pathfinder or D&D 3.5.</p><p></p><p>Also, the idea of a metal breastplate is that it's virtually impenetrable. Adding a layer of mail under your breastplate doesn't actually help much, mail is for arms, legs, etc. where the breastplate doesn't cover. In the real world, people wearing plate armor tended to only use shields to block attacks aimed at vulnerable parts like arms and legs; if someone wanted to poke at your chest you wouldn't much care. When full suits of plate armor were developed, they stopped using shields altogether.</p><p></p><p>You're quite right about metal armors realistically being layered over cloth and padded armor. Also it was absolutely normal to wear helmet and other accessories for only a few minutes each day, not all day. But to model that you've got to get a little technical, at minimum you distinguish between piercing and slashing and bashing damage. Unfortunately, the D&D armor model is really pretty limited. Many other games do it better, it'd make sense to adopt one of those altogether, if you want a better system.</p></blockquote><p></p>
[QUOTE="Ganders, post: 7543007, member: 37815"] I'm going to be a bit discouraging here. Not because I don't like your idea, but because it's difficult to get right. The armor section of the PHB is not just short and simple, it's also deliberately vague. For instance, some versions of half plate include helmet and gauntlets, others don't. Some half plates include simple greaves, others don't. Each player imagines their character how they like it. By detailing each part, you may actually end up restricting options rather than increasing them. But.... perhaps you could adapt the piecemeal armor rules from Pathfinder or D&D 3.5. Also, the idea of a metal breastplate is that it's virtually impenetrable. Adding a layer of mail under your breastplate doesn't actually help much, mail is for arms, legs, etc. where the breastplate doesn't cover. In the real world, people wearing plate armor tended to only use shields to block attacks aimed at vulnerable parts like arms and legs; if someone wanted to poke at your chest you wouldn't much care. When full suits of plate armor were developed, they stopped using shields altogether. You're quite right about metal armors realistically being layered over cloth and padded armor. Also it was absolutely normal to wear helmet and other accessories for only a few minutes each day, not all day. But to model that you've got to get a little technical, at minimum you distinguish between piercing and slashing and bashing damage. Unfortunately, the D&D armor model is really pretty limited. Many other games do it better, it'd make sense to adopt one of those altogether, if you want a better system. [/QUOTE]
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