heirodule
First Post
I'm one of the wierdoes who liked the old weapon vs. AC chart from the first edition books.
I'm thinking of bolting on the following houserule to simulate a bit of that, while keeping it simple and avoiding a cross indexed chart.
(Edited chart reflects Thresher's advice)
Light armor
Padded 5 gp +1 0 DR 2/P,S
Leather 10 gp +2 0 DR 1/HP,S
Studded 25 gp +3 -1 DR 1/HP,S
Chain shirt 100gp +4 -2 DR 2/PB
Medium armor
Hide 15 gp +3 -3 DR 2/HP,S
Scale mail 50 gp +4 -4 DR 2/HP,B
Chainmail 150gp +5 -5 DR 2/PB
Breastplate* 200gp +5 -4 DR 3/HP
* only to torso. Called shots against unarmored limbs at +4 AC
Heavy armor
Splint mail 200gp +6 -7 DR 2/HP
Banded mail 250gp +6 -6 DR 2/HP
Half-plate 600gp +7 -7 DR 3/HP
Full plate 1,500gp +8 -6 DR 3/HP
HELMETS
leather 2 gp DR 1 -2 listen
reinforced leather 3 gp DR 2 -2 listen
chain coiff 5gp +DR 1/PB -2 listen
Barbuta 10gp DR 3 -2 listen/-2 spot
great helm, visor up 15 gp DR 3/HP -2 listen/-2 spot
great helm, visor down 15 gp DR 4/HP -4 listen/-4 spot
P= Piercing, S= Slashing, B=Bludgeoning, HP=heavy piercing
the HP category is to try to avoid making a rapier an excellent choice vs plate. A critical with any weapon avoids the DR.
Piercing weapons would be: dagger, spiked gauntlet, all spears,
morningstar, darts, javelins, shortsword, raiper, tridents, all shortbow and longbow arrows, hand crossbow bolts, halfling siangham
Heavy piercing weapons: punching dagger, light and hvy crossbow bolts, lances, picks, halberd, scythe, siangham (removed composite from HP)
Explanation of helmets: Granting DR to helmets is to allow for called shots to the head on those who refuse to wear one. Such called shots won't do any more damage, but they would be a way of bypassing the DR of any armor worn. So its good to wear armor, but if you want the full advnatage of it, wear an appropriate helmet too.
leather: A simple cuer bouli leather cap with cheekguards.
reinforced leather: as the leather, with two intersecting bands of metal forming an arc over the top and a band around the forehead.
Chain coiff: This can be worn along with other helmet types, or on it's own. The DR and listen penalty are cumulative. {this needs work}
Barbuta: metal "corinthian" style helmet which covers the whole head, but open at the eyes and chin.
Great helm: The typical helmet worn with plate armors, encloses the head with only narrow slits for the eyes. Putting the visor up or down is a move equivalent action.
Any thoughts? Do the damage type assignments to armor make sense? The idea is that chainmail is good at stopping swords or maces, but not picks.
I also like that it gives a reason for using padded armor. Not very historical, but if we have dire flails...
I'm thinking of bolting on the following houserule to simulate a bit of that, while keeping it simple and avoiding a cross indexed chart.
(Edited chart reflects Thresher's advice)
Light armor
Padded 5 gp +1 0 DR 2/P,S
Leather 10 gp +2 0 DR 1/HP,S
Studded 25 gp +3 -1 DR 1/HP,S
Chain shirt 100gp +4 -2 DR 2/PB
Medium armor
Hide 15 gp +3 -3 DR 2/HP,S
Scale mail 50 gp +4 -4 DR 2/HP,B
Chainmail 150gp +5 -5 DR 2/PB
Breastplate* 200gp +5 -4 DR 3/HP
* only to torso. Called shots against unarmored limbs at +4 AC
Heavy armor
Splint mail 200gp +6 -7 DR 2/HP
Banded mail 250gp +6 -6 DR 2/HP
Half-plate 600gp +7 -7 DR 3/HP
Full plate 1,500gp +8 -6 DR 3/HP
HELMETS
leather 2 gp DR 1 -2 listen
reinforced leather 3 gp DR 2 -2 listen
chain coiff 5gp +DR 1/PB -2 listen
Barbuta 10gp DR 3 -2 listen/-2 spot
great helm, visor up 15 gp DR 3/HP -2 listen/-2 spot
great helm, visor down 15 gp DR 4/HP -4 listen/-4 spot
P= Piercing, S= Slashing, B=Bludgeoning, HP=heavy piercing
the HP category is to try to avoid making a rapier an excellent choice vs plate. A critical with any weapon avoids the DR.
Piercing weapons would be: dagger, spiked gauntlet, all spears,
morningstar, darts, javelins, shortsword, raiper, tridents, all shortbow and longbow arrows, hand crossbow bolts, halfling siangham
Heavy piercing weapons: punching dagger, light and hvy crossbow bolts, lances, picks, halberd, scythe, siangham (removed composite from HP)
Explanation of helmets: Granting DR to helmets is to allow for called shots to the head on those who refuse to wear one. Such called shots won't do any more damage, but they would be a way of bypassing the DR of any armor worn. So its good to wear armor, but if you want the full advnatage of it, wear an appropriate helmet too.
leather: A simple cuer bouli leather cap with cheekguards.
reinforced leather: as the leather, with two intersecting bands of metal forming an arc over the top and a band around the forehead.
Chain coiff: This can be worn along with other helmet types, or on it's own. The DR and listen penalty are cumulative. {this needs work}
Barbuta: metal "corinthian" style helmet which covers the whole head, but open at the eyes and chin.
Great helm: The typical helmet worn with plate armors, encloses the head with only narrow slits for the eyes. Putting the visor up or down is a move equivalent action.
Any thoughts? Do the damage type assignments to armor make sense? The idea is that chainmail is good at stopping swords or maces, but not picks.
I also like that it gives a reason for using padded armor. Not very historical, but if we have dire flails...
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