D&D 5E Thoughts on Divorcing D&D From [EDIT: Medievalishness], Mechanically Speaking.

What if the spell is or creates something permanent?
From memory, the spells that leave permanent effects are mostly moving things around; wall of stone, stone shape, move earth, &c. Or, at least, could be described as such.

Doing a quick re-read, you're looking for a modern, 1820-1900 era. Age of Sail merging with Industrial Revolution. Steam power exists, but not "steampunk". Steam engines allowing for locomotives and steamships, but imperfect so wind and water power is as important as coal fired boilers. The looms of Lancashire are still water mill powered, and are only now being guided by Jacquard Cards.

?
 
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Isn't that half the plot of Dune?
Assuming that isnt an "impossible technology".

Some kind of kinetic-response force field?

Sorta like a car crash airbag?

I dont think i would bother with it for my campaigns.

It seems like it would actually encourage players to wear medieval heavy armor. Where, the forcefield repulses the bullets and the plate suit deflects the blades.
 

In the case of armour vs guns, maybe add in a ballistic AC, perhaps the armour is only half as effective so that leather does nothing to help against bullets and studded leather only provides 11+Dex mod. This would lead to heavy armour being phased out as having an AC of 14 against bullets when wearing plate armour would lead to people preferring lighter armour that allows for more movement.
 

Again, the point is to mechanically incentives a more modern feel including eliminating armor as standard. That means making armor less effective and compensating with some other defense (probably proficiency). Of course there might be specific circumstances under which the solution to this particular adventure challenge is armor.
I'm not sure 'eliminating armor' was a design goal, so much as one particular response to a world where firearms are common. And, that response is predicated on the common firearms effectively ignoring armor.

That response makes sense in a purely near-modern setting where the primary antagonists are almost always wielding firearms.

The thing is..that kinda isn't the case for monsters in D&D. Even if you replaced every weapon in the monster manual with some sort of gun, you'd still be left with an enormous host of teeth, claws, tails, and pseudopods, not to mention psychic screams, acid spit, and disintegration beams.

Further, dungeons mostly aren't configured like pre-modern battlefields with enormous open fields and unbroken line of sight. And adventuring parties are not typically set up to act like armies when clearing a dungeon. You don't have the adventuring party on one side and all the dungeon inhabitants on the other and then let them duke it out. Instead, they function more like special ops units, avoiding fights where possible, and only taking fights that are as unfair as they can make them.

As a result, I would expect 'adventurer' loadouts to be idiosyncratic when compared to the typical soldiers in the setting.

Because the threats they face are idiosyncratic within the setting.
 

Just thought this was interesting to note, Ned Kelly, an Australian outlaw (or hero depending on who you ask) made some armour for him and his gang in 1879 that repelled bullets. He was stopped only because he was shot in the legs which weren't covered.

 

Just thought this was interesting to note, Ned Kelly, an Australian outlaw (or hero depending on who you ask) made some armour for him and his gang in 1879 that repelled bullets. He was stopped only because he was shot in the legs which weren't covered.

This applies to swords and spears too.

In archeology, one can see when chain shirts became prevalent, by the increasing number of leg injuries in the grave remains.
 


I was surprised to find out that in WW2, Russian special ops (mostly front-line demolition engineers) were issued steel plate armor to protect them from small arms. (Also, flak jackets for all countries air and navy crews, not to stop bullets but shrapnel from various explosive devices and side effects).

More so, it seems armor was dropped mostly due to cost, environmental factors (too hot/cold to wear) and that the weight cut into soldier’s endurance, mobility and ability to carry extra ammo or other gear that was the primary factor in dropping its use from the battlefield. Rigid leather or plate can provide some protection against light firearms, but feasibility of the above factors just kept them from being used for the most part.
 

It was a design goal I explicitly set.
Near as I could tell your design goal was this..
When I say "divorcing from medievalism" I mean building a D&D in a modern-ish assumed setting (not necessarily out Earth). Somewhere between the Industrial Revolution and WW1, technologically speaking. This doesn't have to be steampunk -- in fact, i would rather it weren't, but whatever. But remember in this thread I am more concerned with mechanical changes that help support this assumed setting than I am with thematic, lore or other fluffy changes.
Reduction in the usability of armor looks like specific implementation to me.
 


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