Rules for helmets!

Ilja

First Post
I thought I'd share this with you; it's rules for using helmets that we've used in some of our games. While RAW makes out helmets as part of the armor, we wanted a little more variation and a little more choice as to whether it's worth it or not.

Helmet fill the function of preventing critical hits. Though not all critical hits are against the head, a fair number are, and wearing a helmet can save your life from that orcish axe shop. Helmets are separated in two types: Open and Closed. Equipping a helmet is a move-equivalent action.

All helmets have a certain percent chance of absorbing a critical hit. Whenever this occurs, the damage is instead dealt to the helmet, and if it is destroyed, the rest of the damage is dealt to the wearer.

Open Helmets (such as a Galea) have a 10% chance of absorbing a critical hit. Open helmets do hinder sight and sound though, and the wearer suffers a -4 penalty to Spot and Listen checks due to this.

Closed Helmets (such as a Basinet) have a 20% chance of absorbing a critical hit. Closed helmets greatly hinder sight and sound though, and the wearer suffers a massive -8 penalty to Spot and Listen checks due to this. It's also quite hard to speak wearing a closed helmet, leading to a -4 penalty on diplomacy and checks and a 20% chance of miscasting any spells (same as being deaf). They are mostly made with a visor though, and can thus be used as an open helmet. Putting up or down the visor is a swift action.

Visored Helmets are a special case.

Masterwork Helmets: Masterwork helmets cause 1 less penalty to Spot and Listen. The cost of a masterwork helmet is the base price of the helmet +50 gp.

Enchanted Helmets: Helmets can gain an enhancement bonus much like how other armors can. The cost is as great as for other enchanted armor, but the effect is that for every +1 enhancement bonus, the chance of absorbing is increased by 5%. Also, hardness and hit points each increase by 1 for every point of enhancement bonus.

Code:
[B]                                                              Arcane
Helmet Type               Cost    Hardness    Hit Points    Spell Fail   Weight[/B]
Open Helmet (leather)       3        2             3           10%        2lbs
Open Helmet (reinforced)    6        5             5           10%        3lbs
Open Helmet (metal)        10        10            10          10%        5lbs
Closed Helmet (reinforced) 12        5             10          20%        5lbs
Closed Helmet (metal)      20        10            20          20%        8lbs
 

log in or register to remove this ad

I've thought about helms, and used them in some low magic games. I have a very similar system, and do it like this:

Conical Helm: 5gp. 2lb. Wearer suffers a -2 penalty to Spot, Listen and Search checks. Against rolls to confirm a threat, grants a +2 bonus to AC. Against physical (not magical or supernatural) effects which confer the dazed or stunned condition, grants a +2 bonus to saving throws.

Great Helm: 15gp. 5lb. Wearer suffers a -4 penalty to Spot, Listen and Search checks. Against rolls to confirm a threat, grants a +4 bonus to AC. Against physical (not magical or supernatural) effects which confer the dazed or stunned condition, grants a +4 bonus to saving throws.

I used a variation of the fortification mechanic for a while, but anything to avoid rolling more dice is good.
 

Not bad. I once considered also allowing helmets to give a small chance of avoiding critical hits, but never made rules for it. I don't know if I want to add more dice rolling to combat, but if I did, your helmet rules seem fine. I don't know if I like the enhancement rules, I'd probably just leave that out in my game.
 

Remove ads

Top