BASHMAN
Basic Action Games
I never liked the idea of armor making you harder to hit-- I have always thought that armor should eat damage. But the recent Mike Mearls thing on why they didn't want to use Armor as DR in 4.0 made sense too. I think I have come up with something that won't add time to the combat round, but also makes armor mitigate damage as well. Btw-- I posted this as a comment on the Mearls thread, but since this would work in 3.x or any edition, I figured it could have its own thread here:
Armor increases your HP. Leather armor +10%, Chain +25% and Plate +50%. So a guy w/ 40HP in leather has 44HP, 50 in chain, and 60 in plate. Heck, the % could even be twice as high and I'd have no problem w/ it. Leather +20% Chain +50% and Plate +100%.
Putting on armor would not heal you. Suppose a guy is down to 20 / 40 HP w/o armor, then puts on a suit of plate mail (lets assume the +50% model not the +100%). He goes from 20 to 30 hp (+50% of his current HP).
If you get healed by someone, increase the ammount of the healing by the same %. So a spell that heals 3d8+3 damage (24 ave) would heal x1.5 on someone in plate (36 on the person in plate on ave). Why? Because otherwise armor would make you take more spells to heal you up, and that is dumb. It'd be like the spells are healing the armor.
I realize this would mean that armor would soak damage from spells. Who cares. A guy wearing a metal shell has more protection vs. a fireball than someone wearing a tunic anyway.
Now if using % system is too complex it could just be extra HP/die. Light armor +1/die, medium +2/die, heavy +4/die. So in the 40 hp character example, assuming 4HD, in light he would have 44HP, 48 in medium, and 56 in heavy.
Dealing w/ healing and injured people putting on armor is more clunky doing it this way as you'd have to figure out % of HP difference the armor would grant before figuring the effects as above. I think the straight % method works best myself.
Thoughts?
Armor increases your HP. Leather armor +10%, Chain +25% and Plate +50%. So a guy w/ 40HP in leather has 44HP, 50 in chain, and 60 in plate. Heck, the % could even be twice as high and I'd have no problem w/ it. Leather +20% Chain +50% and Plate +100%.
Putting on armor would not heal you. Suppose a guy is down to 20 / 40 HP w/o armor, then puts on a suit of plate mail (lets assume the +50% model not the +100%). He goes from 20 to 30 hp (+50% of his current HP).
If you get healed by someone, increase the ammount of the healing by the same %. So a spell that heals 3d8+3 damage (24 ave) would heal x1.5 on someone in plate (36 on the person in plate on ave). Why? Because otherwise armor would make you take more spells to heal you up, and that is dumb. It'd be like the spells are healing the armor.
I realize this would mean that armor would soak damage from spells. Who cares. A guy wearing a metal shell has more protection vs. a fireball than someone wearing a tunic anyway.
Now if using % system is too complex it could just be extra HP/die. Light armor +1/die, medium +2/die, heavy +4/die. So in the 40 hp character example, assuming 4HD, in light he would have 44HP, 48 in medium, and 56 in heavy.
Dealing w/ healing and injured people putting on armor is more clunky doing it this way as you'd have to figure out % of HP difference the armor would grant before figuring the effects as above. I think the straight % method works best myself.
Thoughts?