Making helmets have an in-game purpose...

Oryan77

Adventurer
Would there be any big downside to having helmets give either a Deflection bonus or some sort of DR for a campaign that doesn't allow PCs to buy magic items from shops?
 

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Big downside? Not unless something there's something you've not mentioned.

What they do? That depends upon why you want to give game mechanics to helmets, and how attractive you want those mechanics to be.

Good luck.
 

I think helmets only really make sense if you are using 'called shot' rules. Called shot rules really don't make alot of sense in D&D because they make the game much more lethal at high levels, and regardless of the game I find that they add so much complexity that even a cinematic combat leaning person like myself finds the idea burdensome to track.

One option might be to divorce fortification from armor and make it a component of helmets, taking care to balance this option (as powerful armor and powerful fortification would now be cheaper if you didn't make changes). Under this model, even a non-magical helmet might add to your fortification at the cost of some penalty to spot and listen. Of the top of my head.

Metal Cap: 5% fortification, +5% chance of spell failure
Helm: 15% fortification, +10% chance of spell failure, -2 to spot and listen.
Full Helm: 25% fortifaction, +15% chance of spell failure, -4 to spot and listen

Magical Helm: +5% fortification per +1 bonus, maximum +5. Cost as per armor.
 


I like what the previous 2 posters have said. to add to that:
way back in 2nd.ed. Dark Sun, they had rules for "piece-mail armor". basically, your AC was determined by how many parts, or "pieces" of armor you had. E.g., each leg guard gave you "x", each arm guard gave you "y", a helmet gave you "z", etc. (the flavor for this was that, given the scarcity of resources on Athas, you simply went with whatever it was you could scavenge/salvage)
 

The standard 3e rule on helmets is that they are an integral component of the various "suits" of armour. In other words, you get an appropriately styled helmet with full plate, and if for some reason you decide to go hatless, you'd take an AC penalty.

I like the idea of helmets providing fortification bonuses. I would make one small proviso: the value of the (non-magical) fortification bonus should be capped by the type of armour you are wearing (max 25% for heavy, 15% for medium, 5% light, or something like that). Someone who is naked but for a great helm shouldn't really be getting fortification bonuses.
 

I agree with Ashagon, helmets are usually part armor, not having them reduces armor. For wearing a helmet with armor that usually doesn't have a helmet, I'd personally go with a very simple +1 bonus to AC, but a -4 penalty to Spot and Listen.
 

I hopped into this thread to suggest fortification and pretty much agree with what Celebrim said.

I especially agree that fortification could be divorced from armor and given over entirely to helms.

I think 5% is too low for the baseline, however. I'd not go below 10% in order to justify the time it takes to roll.
 

I'm apparently crazy. I like extensive house rules and make a bunch of them myself so you might want to take these with large grains of salt.

Helmets are awesome! I don't think they get the respect they deserve in d20 games. So my theory is that armor slows you down but protects the squishy bits behind it.

Light Helmets; -2 Perception/Spot&Listen, Grants DR 1/-, this includes skull caps, chain coifs, and those horny helmets vikings used.

Heavy Helm; -5 Perception/Spot&Listen, Grants DR 2/-, including great helms, houndskul's, hoplite helms, and sweet biker hats.

Armor if you care works along similar lines, it slows you down but saves your butt.

Light Armor; -1 Ref(Saga)/AC+Ref, Grants DR 2/-, this includes boiled leather jerkins to light mail.

Med Armor; -2 "" "", DR 4/-, Breastplates, scale, hide.

Heavy Armor -3 etc, DR 6/- Full plate and Beyond!

So a heavily armored knight can hardly see the ambush coming and is harder pressed to get out of the way carrying an extra seventy pounds of gear about, but he is almost literally a tank and can weather some truly fearsome strikes.

This obviously won't work for everyone one, but it works out pretty well for me and mine.
 
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My house rule is that light/heavy helms give a +1/+2 bonus to armor class against critical hits only, and give a penalty equal to double the protection to perception skills.
 

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