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Sleeping in armor?
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<blockquote data-quote="Doctor Proctor" data-source="post: 4586687" data-attributes="member: 78547"><p>Realistically speaking though, it's probably easier to sleep in Chain armor than even leather. Leather armor isn't like a leather jacket, it's boiled leather that's very thick and very stiff. Chain at least is flexible and has padding underneath...I would think you could get away with one night's sleep wearing it.</p><p></p><p>Of course, then we would need rules for individual armor types... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Part of the problem with that is that sometimes the "party" makes decisions that some members don't like. For example, in our last adventure the rest of my group decided that we were taking an extended rest inside the dungeon using some back room. I repeatedly voiced my concerns and said we should either press on, or leave the dungeon. They didn't agree, so we rested there. Under your rules I would've been <em>screwed</em> when we got ambushed (which we did right as the adventure ended. Our next session will actually be playing the ambush encounter) because I would've had to take my armor off. Either that, or I could've passed up the Extended rest entirely...but that's not a great choice either.</p><p></p><p>Even if you went a couple levels down, you still run into the same problem. Certain classes will be almost guaranteed hits, and others will fight quite effectively. If you went, say, 4 levels down, the monsters should have 4 less to hit...give or take. So that level 16 Abyssal Ghoul with the +21? That would become a +17. It's still basically a guaranteed hit on the non-DEX PC's (2+17=19, against AC 18. They'd only miss on a 1.) but it does compare more favorably with the high DEX PC's as they have an AC of 24 (hitting on a 7, as opposed to a 3). </p><p></p><p>I suppose if you could fine enemies that weren't really high damaging such that they wouldn't kill the PC's in 3 or 4 rounds of guaranteed hits, then it might work. However, if you're throwing that easy of an encounter at them, then what's the point? They're resting after a day of fighting level 16 and up monsters and then they get ambushed by level 12 or lower pushovers? It just doesn't really make a lot of sense. You're basically going to either have an encounter that sticks out like a sore thumb, or one that will most likely kill one or more players, if not result in a TPK.</p><p></p><p>(If you're going for something special like them getting ambushed at an inn, then the weak enemies might work. Basically, whoever was trying to kill them should've sent better assassins. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Out in the field or in a dungeon though, it really sticks out.)</p><p></p><p>Edit: On a side note, if anyone is going to run or is in a campaign that has rules about sleeping in armor like this, I suggest you look at the Summoned armor mod in the Adventurer's Vault (p 53). You don't get access to it until level 6 (+2 enhancement minimum), but it costs the same as regular magic armor so it's cheap and easy to keep up.</p><p></p><p></p><p></p><p>So, one thing you could always try is to keep a set of Summoned Armor that's a little behind your "good" armor. If you ever find yourself surprised and without your armor, then you just need a minor action to don it. Even if it's 1 or 2 points behind your normal armor in terms of enhancement bonus, it's better than losing ALL of your AC bonus. If your DM was nice enough, he might even be willing to houserule up a set of +1 Summoned Armor. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4586687, member: 78547"] Realistically speaking though, it's probably easier to sleep in Chain armor than even leather. Leather armor isn't like a leather jacket, it's boiled leather that's very thick and very stiff. Chain at least is flexible and has padding underneath...I would think you could get away with one night's sleep wearing it. Of course, then we would need rules for individual armor types... ;) Part of the problem with that is that sometimes the "party" makes decisions that some members don't like. For example, in our last adventure the rest of my group decided that we were taking an extended rest inside the dungeon using some back room. I repeatedly voiced my concerns and said we should either press on, or leave the dungeon. They didn't agree, so we rested there. Under your rules I would've been [I]screwed[/I] when we got ambushed (which we did right as the adventure ended. Our next session will actually be playing the ambush encounter) because I would've had to take my armor off. Either that, or I could've passed up the Extended rest entirely...but that's not a great choice either. Even if you went a couple levels down, you still run into the same problem. Certain classes will be almost guaranteed hits, and others will fight quite effectively. If you went, say, 4 levels down, the monsters should have 4 less to hit...give or take. So that level 16 Abyssal Ghoul with the +21? That would become a +17. It's still basically a guaranteed hit on the non-DEX PC's (2+17=19, against AC 18. They'd only miss on a 1.) but it does compare more favorably with the high DEX PC's as they have an AC of 24 (hitting on a 7, as opposed to a 3). I suppose if you could fine enemies that weren't really high damaging such that they wouldn't kill the PC's in 3 or 4 rounds of guaranteed hits, then it might work. However, if you're throwing that easy of an encounter at them, then what's the point? They're resting after a day of fighting level 16 and up monsters and then they get ambushed by level 12 or lower pushovers? It just doesn't really make a lot of sense. You're basically going to either have an encounter that sticks out like a sore thumb, or one that will most likely kill one or more players, if not result in a TPK. (If you're going for something special like them getting ambushed at an inn, then the weak enemies might work. Basically, whoever was trying to kill them should've sent better assassins. :D Out in the field or in a dungeon though, it really sticks out.) Edit: On a side note, if anyone is going to run or is in a campaign that has rules about sleeping in armor like this, I suggest you look at the Summoned armor mod in the Adventurer's Vault (p 53). You don't get access to it until level 6 (+2 enhancement minimum), but it costs the same as regular magic armor so it's cheap and easy to keep up. So, one thing you could always try is to keep a set of Summoned Armor that's a little behind your "good" armor. If you ever find yourself surprised and without your armor, then you just need a minor action to don it. Even if it's 1 or 2 points behind your normal armor in terms of enhancement bonus, it's better than losing ALL of your AC bonus. If your DM was nice enough, he might even be willing to houserule up a set of +1 Summoned Armor. :D [/QUOTE]
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