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Simple Rules for Helmets

I've presented some rules for helmets in the past that were fairly well received (having them grant a benefit to Threat APs), and thought I'd present this simple alternative (from my Basic D&D campaign) for those who found them too complicated or detailed...

HELMET: 1 in 6 chance of negating a threat (converting it to a normal blow).

HELM: 2 in 6 chance of negating a threat.


You can assess whatever penalties to Spot, Hear, Spell-Failure, Weapon Use, etc. that you feel are appropriate.
 

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Helmet are somehow allready incorporated into the armours in the PHB, but - I too feel that they don't have any real value, and in the medieval ages most warriors worth their salt would protect themselves with helmets. At such, I think it's a good rule. But if you stick with realism, you'll have to add some big penalties to spot and Listen for those huge knight's helmets - I know its pretty imposible to see or hear anything at all when you have one of those on your head.
 

Dispater said:
Helmet are somehow allready incorporated into the armours in the PHB...

True. I assume the values to be sans helmet when incorporating these rules however (I always forget to state this explicitly, and someone always points it out ;)).

...you'll have to add some big penalties to spot and Listen for those huge knight's helmets - I know its pretty imposible to see or hear anything at all when you have one of those on your head.

The penalties I assigned to Helms with my other system are as follows (by way of example)...

HELM

Skill Checks: -6

Spell-Failure: +50%

The skill penalty applies to Spot, Listen, etc.

If non-proficient, the higher of the armour or helm penalty also applies to attacks.

Even if proficient, a -3 penalty is applied to archery (not crossbows).

For a Helmet, maybe something along the lines of -2 / +10% would be appropriate.

Like I said, whatever works best for a given campaign :)
 

and masterwork?

Should it reduce the skills check minuses by 1 and the arcane spell failure by 10%, or how about helmets are -3/20% and masterwork reduces the skill checks by two and the spell failure by ten?
 

Re: and masterwork?

Corlon said:
Should it reduce the skills check minuses by 1 and the arcane spell failure by 10%, or how about helmets are -3/20% and masterwork reduces the skill checks by two and the spell failure by ten?

Another alternative might be to simply have a masterwork item halve the penalties--leaving you with the following values...

Helm, Masterwork: -3 / +25%

Helmet, Masterwork: -1 / +5%


The reasoning being, since helms adversely affect these things to a greater extent to begin with, they stand to derive a greater benefit from tinkering.

BTW, if anyone's interested, I can re-post my original system that has helm/ets affect the Threat AP...

EDIT: Also forgot to mention that the above Spell-Failure chance only applies to those spells with Verbal components.
 
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