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Reasons to prefer magical armor to more effective non-magical one
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<blockquote data-quote="mhd" data-source="post: 8351534" data-attributes="member: 16805"><p>Leather Armor as a lightweight thief's motor jacket is about as non-sensical as studded leather, though.</p><p></p><p>Speaking of armor realism, I had a version of this conundrum in a GURPS Ptolus game, where I used most of the "historic" armor rules and assumptions. This meant that rather recently developed hardened steel plate armor was often superior to magically enchanted ancient scale/chain/plate. On the other hand, armor weight was somewhat more important there, and having half-weight scale was a big deal. And you could have easy enough rules about armor being "impervious", where it doesn't save you from the force of the impact, but prevents it to penetrate the armor (in GURPS terms: no impaling damage). Allowed for some interesting trade-offs.</p><p></p><p>Impervious armor would be harder to do in D&D. Not being able to be critted unless the enemy got a weapon with at least the same bonus might be okay for games/editions where armor is more rare and crits aren't as important (e.g. the AD&Ds).</p><p></p><p>Now for the settings where magical armor is more common, the idea of just not having regular +1 armor appear is a good idea. I often did that in my 3.x or PF adventures, both for weapons and armor. </p><p></p><p>Another option I'm seriously considering (albeit this requiring a slight "retcon") for my current PF1 campaign is to merge magical armors with other parts of the "Big Six". It would be easy enough to at least put the saving throw bonus in with the armor. Maybe even an attribute bonus.</p></blockquote><p></p>
[QUOTE="mhd, post: 8351534, member: 16805"] Leather Armor as a lightweight thief's motor jacket is about as non-sensical as studded leather, though. Speaking of armor realism, I had a version of this conundrum in a GURPS Ptolus game, where I used most of the "historic" armor rules and assumptions. This meant that rather recently developed hardened steel plate armor was often superior to magically enchanted ancient scale/chain/plate. On the other hand, armor weight was somewhat more important there, and having half-weight scale was a big deal. And you could have easy enough rules about armor being "impervious", where it doesn't save you from the force of the impact, but prevents it to penetrate the armor (in GURPS terms: no impaling damage). Allowed for some interesting trade-offs. Impervious armor would be harder to do in D&D. Not being able to be critted unless the enemy got a weapon with at least the same bonus might be okay for games/editions where armor is more rare and crits aren't as important (e.g. the AD&Ds). Now for the settings where magical armor is more common, the idea of just not having regular +1 armor appear is a good idea. I often did that in my 3.x or PF adventures, both for weapons and armor. Another option I'm seriously considering (albeit this requiring a slight "retcon") for my current PF1 campaign is to merge magical armors with other parts of the "Big Six". It would be easy enough to at least put the saving throw bonus in with the armor. Maybe even an attribute bonus. [/QUOTE]
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