seasong
First Post
I am displeased with the armor-wearing feats, especially since one can theoretically change whether or not you know how to wear a particular type of armor by making it out of mithral.
I am displeased with the fact that heavy armor, despite immensely greater costs, is only marginally better, and even then only in certain situations and in certain ways.
I am displeased with the fact that the armor weights don't even come close to what little I know of reality, and the costs seem designed to bedevil me with questions.
I also find myself moderately miffed at the selection of art for armor in the PHB, the lack of damage reduction, and the paucity of options available for non-magically enhancing one's protective sheath.
Below is my broad attempt to revise the rules in a way that makes sense to me. Some of it is undoubtedly possessed of errors, so I would appreciate comments. Also, any ideas for other ways to mundanely enhance armor would be appreciated.
Yet Another Armor Revision, Good Heavens (YAARGH)
Armor Types
Armor is broken into Flexible, Semi-rigid and Rigid.
Flexible armor can typically be worn by anyone, and is roughly equivalent to very heavy clothing. Mail is the ultimate expression (and heaviest) of pre-modern flexible armor, but is generally too heavy for consideration by most spellcasters, rogues and bards. Flexible armor replaces the Light Armor Proficiency feat.
Semi-rigid armor is still reasonably flexible, but adds stiff segments and thicker joints to improve protection with sacrificing terribly much agility. Except for mail, most battle field armors are semi-rigid, offering the best blend of protection and speed. Semi-rigid armor replaces the Medium Armor Proficiency feat.
Rigid armor is maximized protection, covering each body part as thoroughly as possible and sacrificing additional mobility for heavy plates, protected joints and a reinforcing structure. This is the extreme end, so there is only one base armor that is rigid: plate armor. Rigid armor replaces the Heavy Armor Proficiency feat.
Barbarians, bards, rogues and others limited to "light" armor for certain special abilities are now limited to "flexible" armor.
Armor Check, Max Dex and Spell Failure
The following is an optional set of rules. The armor check, max Dex and spell failure are precalculated (in the basic armors section) if you prefer not to mess with this stuff.
Your base check penalty is +0 for flexible armor, -1 for semi-rigid armor, and -2 for rigid armor.
If the armor is 5 lbs or less, reduce the check penalty by 1 (so 3 lbs of semi-rigid armor would have a check penalty of +0). If the armor is 6-10 lbs, leave the check penalty as is. For each doubling thereafter, increase the check penalty by 1 (so 40 lbs of semi-rigid armor would have a check penalty of -3).
A positive check penalty is treated as +0.
The Max DEX bonus for armor is equal to 10 + twice the check penalty. So a check penalty of -3 results in a Max DEX bonus of 4.
The spell failure percentage is equal to 5% per check penalty. So a check penalty of -3 results in a spell failure 15%.
Strength, Size and Armor Check Penalties: The system doesn't normally account for the impact strength or size has on how limiting armor is. If you would prefer that it did, use the following rules of thumb:
Size
Fine: treat weight as x16 for check penalties
Diminutive: treat weight as x8 for check penalties
Tiny: treat weight as x4 for check penalties
Small: treat weight as x2 for check penalties
Large: treat weight as x1/2 for check penalties
Huge: treat weight as x1/4 for check penalties
Gargantuan: treat weight as x1/8 for check penalties
Collossal: treat weight as x1/16 for check penalties
Strength
1: treat weight as x8 for check penalties
2: treat weight as x4 for check penalties
3-5: treat weight as x2 for check penalties
6-14: x1
15-19: x1/2
20-24: x1/4
25-29: x1/8
per +5: x1/2 more
Example: A gargantuan giant with STR 30 would multiply the armor weight by 1/128 when calculating armor check penalty. So if the armor weighed 2,560 lbs, it would count as 20 lbs (-1 check).
Basic Armors
Note on pricing: The pricing above assumes a reasonably skilled crafter who works on the armor for the amount of time indicated in the core rulebooks (using the core rulebook prices); and an amount of raw materials as indicated by the armor's weight (rather than the "half sale value" equation). This is the minimum sale price that would still be profitable to the artisan in a sensible economy, rather than the actual price an adventurer might expect to pay. King's Taxes on sales, merchant markup, guild-controlled profit rates (and quality!), import costs for distant armorers, can all add up to higher prices. Plate, in particular, can be driven to sky high prices by the competitive desires of the nobility, as well as the travel costs to make sure it is appropriately fitted to the noble for whom it is made.
However, this may all be more complicated than one might prefer. As an alternative, here are prices which are game-balanced in accordance with the core rulebooks, rather than economically derived:
Cloth: 5 gp
Leather: 10 gp (studded 15 gp)
Hide: 15 gp (studded 20 gp)
Leather Plate: 40 gp (studded 45 gp)
Mail: 50 gp
Scale: 150 gp
Segmented Plate: 250 gp
Plate: 600 gp (note that 'full plate' would be 'masterwork plate')
Mundane Modifications
Studded: Leather and hide armors can be enhanced with flat metal studs sewn into their surface to make glancing blows more likely to "glance". Studs add +1 AC and +5 lbs, and cost +5 GP.
Spiked: Spikes can be added to any armor. They deal 1d6 points of piercing damage (X2 crit) with a successful grapple attack. The spikes count as a martial weapon. If a character is not proficient with them, the character suffers a -4 penalty on grapple checks when trying to use them. A regular melee attack (or off-hand attack) can be made with the spikes, and they count as a light weapon in this case. Spikes subtract -1 AC, add +10 lbs, and cost +20 GP (mostly labor).
Fitted: Armor can be fitted to a character, to better suit his movements. Fitted armor only counts as fitted for the person it was fitted for, but this can be changed by a competent armorer with one day per base armor check penalty. Fitted armor costs 1 GP per day required to "fit" it, and reduces the final armor check penalty by 1 point.
Masterwork: Masterwork armor is maximized in efficiency and grace of design; the maker has crafted it with utmost attention to each detail of armor design. Treat as fitted (for anyone that can wear the armor), reduce weight by 20%, and triple the final cost.
Size: Each size smaller than Medium quarters weight and cost. Each size larger than Medium quadruples weight and cost. Note that a Large Masterwork armor is a total of x12 cost (the multipliers are applied separately).
Torso Only: Armor which only covers the torso reduces AC by -1, and reduces weight and cost by 40%.
No Helmet: Armor with no helmet reduces AC by -1, and reduces weight and cost by 10%. Torso only armor with no helmet has a total reduction of -2 AC, and reduces weight and cost by a total of 50%.
Plated: Metal armors can be plated in another metal, usually tin, silver or gold, to make them more attractive and flashy. Tin costs 25 gp; silver costs 100 gp; gold costs 1,000 gp. This cost is affected normally by size, torso only and no helmet modifiers, but is not affected by any other modifications.
Exceptional Materials
Generic: This is a "universal" modifier; individual campaigns may have specific exceptional materials which vary from this formula. By default, however, exceptional materials halve the weight of the armor and multiplies the final price by x5. A Large Masterwork armor made of exceptional materials will cost x60 (the multipliers are applied separately). For example, mithral, masterwork plate armor would have these stats: (Rigid, AC +4, DR 4/-, 40 lbs, 3,000 GP) (CHK -3). This can be applied to any armor (silk for cloth armor, basilisk skin for 'studded' soft leather, and so on).
Non-generic Example: Fire Silk: Fire silk is made from the coccoons of a silkwyrm (a Large burrowing insect vaguely resembling a caterpillar with a triceratops skull) found only in the Burning Desert. The silk is difficult to aquire, but highly valued. Aside from being used in the dresses of court, it can also be used as part of the padded cloth worn under virtually all armor types. It can be added, aftermarket, to any armor - it costs 2,000 GP, reduces the armor's weight by 5 lbs, and provides Fire Resistance 10.
I am displeased with the fact that heavy armor, despite immensely greater costs, is only marginally better, and even then only in certain situations and in certain ways.
I am displeased with the fact that the armor weights don't even come close to what little I know of reality, and the costs seem designed to bedevil me with questions.
I also find myself moderately miffed at the selection of art for armor in the PHB, the lack of damage reduction, and the paucity of options available for non-magically enhancing one's protective sheath.
Below is my broad attempt to revise the rules in a way that makes sense to me. Some of it is undoubtedly possessed of errors, so I would appreciate comments. Also, any ideas for other ways to mundanely enhance armor would be appreciated.
Yet Another Armor Revision, Good Heavens (YAARGH)
Armor Types
Armor is broken into Flexible, Semi-rigid and Rigid.
Flexible armor can typically be worn by anyone, and is roughly equivalent to very heavy clothing. Mail is the ultimate expression (and heaviest) of pre-modern flexible armor, but is generally too heavy for consideration by most spellcasters, rogues and bards. Flexible armor replaces the Light Armor Proficiency feat.
Semi-rigid armor is still reasonably flexible, but adds stiff segments and thicker joints to improve protection with sacrificing terribly much agility. Except for mail, most battle field armors are semi-rigid, offering the best blend of protection and speed. Semi-rigid armor replaces the Medium Armor Proficiency feat.
Rigid armor is maximized protection, covering each body part as thoroughly as possible and sacrificing additional mobility for heavy plates, protected joints and a reinforcing structure. This is the extreme end, so there is only one base armor that is rigid: plate armor. Rigid armor replaces the Heavy Armor Proficiency feat.
Barbarians, bards, rogues and others limited to "light" armor for certain special abilities are now limited to "flexible" armor.
Armor Check, Max Dex and Spell Failure
The following is an optional set of rules. The armor check, max Dex and spell failure are precalculated (in the basic armors section) if you prefer not to mess with this stuff.
Your base check penalty is +0 for flexible armor, -1 for semi-rigid armor, and -2 for rigid armor.
If the armor is 5 lbs or less, reduce the check penalty by 1 (so 3 lbs of semi-rigid armor would have a check penalty of +0). If the armor is 6-10 lbs, leave the check penalty as is. For each doubling thereafter, increase the check penalty by 1 (so 40 lbs of semi-rigid armor would have a check penalty of -3).
A positive check penalty is treated as +0.
The Max DEX bonus for armor is equal to 10 + twice the check penalty. So a check penalty of -3 results in a Max DEX bonus of 4.
The spell failure percentage is equal to 5% per check penalty. So a check penalty of -3 results in a spell failure 15%.
Strength, Size and Armor Check Penalties: The system doesn't normally account for the impact strength or size has on how limiting armor is. If you would prefer that it did, use the following rules of thumb:
Size
Fine: treat weight as x16 for check penalties
Diminutive: treat weight as x8 for check penalties
Tiny: treat weight as x4 for check penalties
Small: treat weight as x2 for check penalties
Large: treat weight as x1/2 for check penalties
Huge: treat weight as x1/4 for check penalties
Gargantuan: treat weight as x1/8 for check penalties
Collossal: treat weight as x1/16 for check penalties
Strength
1: treat weight as x8 for check penalties
2: treat weight as x4 for check penalties
3-5: treat weight as x2 for check penalties
6-14: x1
15-19: x1/2
20-24: x1/4
25-29: x1/8
per +5: x1/2 more
Example: A gargantuan giant with STR 30 would multiply the armor weight by 1/128 when calculating armor check penalty. So if the armor weighed 2,560 lbs, it would count as 20 lbs (-1 check).
Basic Armors
Code:
[color=skyblue][u]Armor Type AC DR Wt GP CHK DEX Arcane[/u]
Cloth Flex +1 0/- 10 1 +0 +10 0%
Soft Leather Flex +1 1/- 20 5 -1 +8 5%
Studded Flex +2 1/- 25 10 -1 +8 5%
Hide Semi +2 1/- 30 2 -3 +4 15%
Studded Semi +3 1/- 35 7 -3 +4 15%
Leather Plate Semi +2 2/- 30 15 -3 +4 15%
Studded Semi +3 2/- 35 20 -3 +4 15%
Mail Flex +3 2/- 40 30 -2 +6 10%
Scale Semi +3 3/- 40 40 -3 +4 15%
Segmented Plate Semi +4 3/- 60 60 -4 +2 20%
Plate Rigid +4 4/- 65 200 -5 +1* 30%
* as has been pointed out, a +0 is kind of ridiculous[/color]
Note on pricing: The pricing above assumes a reasonably skilled crafter who works on the armor for the amount of time indicated in the core rulebooks (using the core rulebook prices); and an amount of raw materials as indicated by the armor's weight (rather than the "half sale value" equation). This is the minimum sale price that would still be profitable to the artisan in a sensible economy, rather than the actual price an adventurer might expect to pay. King's Taxes on sales, merchant markup, guild-controlled profit rates (and quality!), import costs for distant armorers, can all add up to higher prices. Plate, in particular, can be driven to sky high prices by the competitive desires of the nobility, as well as the travel costs to make sure it is appropriately fitted to the noble for whom it is made.
However, this may all be more complicated than one might prefer. As an alternative, here are prices which are game-balanced in accordance with the core rulebooks, rather than economically derived:
Cloth: 5 gp
Leather: 10 gp (studded 15 gp)
Hide: 15 gp (studded 20 gp)
Leather Plate: 40 gp (studded 45 gp)
Mail: 50 gp
Scale: 150 gp
Segmented Plate: 250 gp
Plate: 600 gp (note that 'full plate' would be 'masterwork plate')
Mundane Modifications
Studded: Leather and hide armors can be enhanced with flat metal studs sewn into their surface to make glancing blows more likely to "glance". Studs add +1 AC and +5 lbs, and cost +5 GP.
Spiked: Spikes can be added to any armor. They deal 1d6 points of piercing damage (X2 crit) with a successful grapple attack. The spikes count as a martial weapon. If a character is not proficient with them, the character suffers a -4 penalty on grapple checks when trying to use them. A regular melee attack (or off-hand attack) can be made with the spikes, and they count as a light weapon in this case. Spikes subtract -1 AC, add +10 lbs, and cost +20 GP (mostly labor).
Fitted: Armor can be fitted to a character, to better suit his movements. Fitted armor only counts as fitted for the person it was fitted for, but this can be changed by a competent armorer with one day per base armor check penalty. Fitted armor costs 1 GP per day required to "fit" it, and reduces the final armor check penalty by 1 point.
Masterwork: Masterwork armor is maximized in efficiency and grace of design; the maker has crafted it with utmost attention to each detail of armor design. Treat as fitted (for anyone that can wear the armor), reduce weight by 20%, and triple the final cost.
Size: Each size smaller than Medium quarters weight and cost. Each size larger than Medium quadruples weight and cost. Note that a Large Masterwork armor is a total of x12 cost (the multipliers are applied separately).
Torso Only: Armor which only covers the torso reduces AC by -1, and reduces weight and cost by 40%.
No Helmet: Armor with no helmet reduces AC by -1, and reduces weight and cost by 10%. Torso only armor with no helmet has a total reduction of -2 AC, and reduces weight and cost by a total of 50%.
Plated: Metal armors can be plated in another metal, usually tin, silver or gold, to make them more attractive and flashy. Tin costs 25 gp; silver costs 100 gp; gold costs 1,000 gp. This cost is affected normally by size, torso only and no helmet modifiers, but is not affected by any other modifications.
Exceptional Materials
Generic: This is a "universal" modifier; individual campaigns may have specific exceptional materials which vary from this formula. By default, however, exceptional materials halve the weight of the armor and multiplies the final price by x5. A Large Masterwork armor made of exceptional materials will cost x60 (the multipliers are applied separately). For example, mithral, masterwork plate armor would have these stats: (Rigid, AC +4, DR 4/-, 40 lbs, 3,000 GP) (CHK -3). This can be applied to any armor (silk for cloth armor, basilisk skin for 'studded' soft leather, and so on).
Non-generic Example: Fire Silk: Fire silk is made from the coccoons of a silkwyrm (a Large burrowing insect vaguely resembling a caterpillar with a triceratops skull) found only in the Burning Desert. The silk is difficult to aquire, but highly valued. Aside from being used in the dresses of court, it can also be used as part of the padded cloth worn under virtually all armor types. It can be added, aftermarket, to any armor - it costs 2,000 GP, reduces the armor's weight by 5 lbs, and provides Fire Resistance 10.
Last edited: