Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The YAARGH Armor Revision
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="seasong" data-source="post: 954703" data-attributes="member: 5137"><p>Mythusmage: An alternate armor schema:</p><p></p><p>Design Style:</p><p>Flexible: Tunic & leggings, with cloth-like flexibility. The design has no impact on mobility, although the weight (and weight distribution) might cause penalties.</p><p></p><p>Semi-Rigid: The same as flexible armor, but with mini-plates, scales or other stiffening agents spread over the exterior surface to improve chances of deflection. The clothing is a bit stiffer due to their presence, but protection is marginally better.</p><p></p><p>Alternately, semi-rigid can be made with a few points of rigidity help blunt impact and transmit the force of key-point blows around the body. A somewhat stiff material hangs between the rigid points. The design has some impact on mobility due to the need for rigidity, but does not unduly restrict the individual.</p><p></p><p>Framework/Rigid: Plate armors are designed for maximum defense at the expense of mobility. A heavy internal structure, buttressing points, and rigid surfaces maximize the impact that can be absorbed and transmitted around the body.</p><p></p><p>Cloth-like Materials:</p><p>Copper mail</p><p>Bronze mail</p><p>Iron mail</p><p>Steel mail</p><p>Dwarven steel mail</p><p>Wood link mail</p><p>Ironwood link mail</p><p>Darkwood link mail</p><p>Adamantine mail</p><p>Stuffed, quilted cloth</p><p>Cow leather</p><p>Bazilisk leather</p><p>Young dragon leather</p><p></p><p>Semi-rigid Cloth Materials:</p><p>Copper scale</p><p>Bronze scale</p><p>Iron scale</p><p>Steel scale</p><p>Dwarven steel scale</p><p>Wood scale</p><p>Ironwood scale</p><p>Darkwood scale</p><p>Adamantine scale</p><p>Copper banding</p><p>Bronze banding</p><p>Iron banding</p><p>Steel banding</p><p>Dwarven steel banding</p><p>Wood banding</p><p>Ironwood banding</p><p>Darkwood banding</p><p>Adamantine banding</p><p>Boiled leather banding</p><p></p><p>Rigid Materials:</p><p>Copper plate</p><p>Bronze plate</p><p>Iron plate</p><p>Steel plate</p><p>Dwarven steel plate</p><p>Wood plate</p><p>Ironwood plate</p><p>Darkwood plate</p><p>Adamantine plate</p><p>Boiled leather plate</p><p>Large dragon scales</p><p></p><p>Weight:</p><p>To calculate weight, each style of armor has a base weight, and each material has a base multiplier. Multiply the base weight by the base multiplier. This is your "starting weight", which will give you an DR 1 for that armor. To get higher DR, multiply the starting weight by the final DR you want. Thus, if steel mail flexible armor has a base weight of 15 lbs and you want DR 4, it would weigh 60 lbs. To restate: DR x BASE WEIGHT x BASE MULTIPLIER</p><p></p><p>Cost:</p><p>Each material has a material cost (by weight), and each style of armor has a base multiplier (for labor). WEIGHT x BASE COST x STYLE MULTIPLIER</p><p></p><p>AC:</p><p>Flexible gives a +1 base; semi-rigid (either one) gives a +2 base; rigid gives a +3 base. Normal cloth gives a -1; most materials give a +0; and metals and woods (hard materials) give a +1. Finally, add +1 per 4 points of DR.</p><p></p><p>Etc.</p><p></p><p>Is this what you are looking for? (Only with base weights and costs, and base multipliers added in)</p><p></p><p>If it is, feel free to use the above, fill in whatever you feel is realistic for the materials, and run with it. It's a modification of my GURPS rules for similar stuff, but I'm not really attached to it.</p><p></p><p>This is not quite correct. I have three types of armor (one type is a halfway step between flex and rigid), and four weights for each. <em>In addition</em>, and I can only imagine that you didn't read this far, you can <em>modify the basic armors by the material used</em>. There are EIGHT basic armors, and you can make special materials for any of them... and those special materials can be better or <em>worse</em>, depending on the needs of your setting.</p><p></p><p>That is because the roleplaying part is not handled by the system, but by the imagination. If I sketch out some armor for Country B, I find it easier to eyeball it as belonging in the "light rigid" classification than to go through a complicated build process to determine its stats. If I want Country B to have poor steel and rotten design, I can just lower the stats and up the weight a bit - it takes me half a second, and provides an excellent way to make the country unique. Some design guidelines and examples might be nice (and I'm working on those), but a gearhead system for designing armor just wastes time I could have spent working on a plot.</p><p></p><p>I don't even understand what you mean by this, so I suppose that's for the best.</p></blockquote><p></p>
[QUOTE="seasong, post: 954703, member: 5137"] Mythusmage: An alternate armor schema: Design Style: Flexible: Tunic & leggings, with cloth-like flexibility. The design has no impact on mobility, although the weight (and weight distribution) might cause penalties. Semi-Rigid: The same as flexible armor, but with mini-plates, scales or other stiffening agents spread over the exterior surface to improve chances of deflection. The clothing is a bit stiffer due to their presence, but protection is marginally better. Alternately, semi-rigid can be made with a few points of rigidity help blunt impact and transmit the force of key-point blows around the body. A somewhat stiff material hangs between the rigid points. The design has some impact on mobility due to the need for rigidity, but does not unduly restrict the individual. Framework/Rigid: Plate armors are designed for maximum defense at the expense of mobility. A heavy internal structure, buttressing points, and rigid surfaces maximize the impact that can be absorbed and transmitted around the body. Cloth-like Materials: Copper mail Bronze mail Iron mail Steel mail Dwarven steel mail Wood link mail Ironwood link mail Darkwood link mail Adamantine mail Stuffed, quilted cloth Cow leather Bazilisk leather Young dragon leather Semi-rigid Cloth Materials: Copper scale Bronze scale Iron scale Steel scale Dwarven steel scale Wood scale Ironwood scale Darkwood scale Adamantine scale Copper banding Bronze banding Iron banding Steel banding Dwarven steel banding Wood banding Ironwood banding Darkwood banding Adamantine banding Boiled leather banding Rigid Materials: Copper plate Bronze plate Iron plate Steel plate Dwarven steel plate Wood plate Ironwood plate Darkwood plate Adamantine plate Boiled leather plate Large dragon scales Weight: To calculate weight, each style of armor has a base weight, and each material has a base multiplier. Multiply the base weight by the base multiplier. This is your "starting weight", which will give you an DR 1 for that armor. To get higher DR, multiply the starting weight by the final DR you want. Thus, if steel mail flexible armor has a base weight of 15 lbs and you want DR 4, it would weigh 60 lbs. To restate: DR x BASE WEIGHT x BASE MULTIPLIER Cost: Each material has a material cost (by weight), and each style of armor has a base multiplier (for labor). WEIGHT x BASE COST x STYLE MULTIPLIER AC: Flexible gives a +1 base; semi-rigid (either one) gives a +2 base; rigid gives a +3 base. Normal cloth gives a -1; most materials give a +0; and metals and woods (hard materials) give a +1. Finally, add +1 per 4 points of DR. Etc. Is this what you are looking for? (Only with base weights and costs, and base multipliers added in) If it is, feel free to use the above, fill in whatever you feel is realistic for the materials, and run with it. It's a modification of my GURPS rules for similar stuff, but I'm not really attached to it. This is not quite correct. I have three types of armor (one type is a halfway step between flex and rigid), and four weights for each. [i]In addition[/i], and I can only imagine that you didn't read this far, you can [i]modify the basic armors by the material used[/i]. There are EIGHT basic armors, and you can make special materials for any of them... and those special materials can be better or [i]worse[/i], depending on the needs of your setting. That is because the roleplaying part is not handled by the system, but by the imagination. If I sketch out some armor for Country B, I find it easier to eyeball it as belonging in the "light rigid" classification than to go through a complicated build process to determine its stats. If I want Country B to have poor steel and rotten design, I can just lower the stats and up the weight a bit - it takes me half a second, and provides an excellent way to make the country unique. Some design guidelines and examples might be nice (and I'm working on those), but a gearhead system for designing armor just wastes time I could have spent working on a plot. I don't even understand what you mean by this, so I suppose that's for the best. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The YAARGH Armor Revision
Top