Wizards and Armor

Which Rules Regarding Wizards and Armor Do You Prefer?

  • Wizards shouldn't be able to cast spells in armor at all.

    Votes: 55 25.5%
  • Wizards should have an arcane spell failure chance while wearing armor.

    Votes: 70 32.4%
  • Armor shouldn't interfere with a wizard's spellcasting at all.

    Votes: 63 29.2%
  • Other - Please Specify

    Votes: 28 13.0%

I'm OK with either the 3E or 4E approach. Spellcasting in armor should be possible if you sacrifice a bit for it (so you can be a BECMI Elf, or 1E F/MU, without being as overpowered as those classes were), but the default should encourage casting without armor, or achieving protection through magical means like mage armor.
 

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Sounds like I'll be skipping 5e :(
It's a shame if you let a few odd mechanics turn you off the entire game. The game is never going to be a perfect fit for me but for over 30 years playing D&D, I've coped. And hey, if enough people don't like this sort of stuff, the designers will most likely change or adapt it.

***

In terms of armour, I can see the following being used to both preserve the robed wizard yet allow other archetypes:
*You need to be both strong and hale to have proficiency with wearing armour (something the robed wizard may not likely be but the fightery type of wizard would). If a wizard is wearing armour they are not proficient with, then either they cannot cast spells, or suffer a %chance of losing/ miscasting the spell. [My preference however, is to have casting a spell be a check. In this case different armours would provide different penalties to that casting check with non-proficiency being a -4 penalty on top.
*You cannot cast spells while encumbered unless you have training (a feat). This again requires above average constitution and perhaps a pre-requisite feat or perhaps even an entire theme.

Best Regards
Herremann the Wise
 


Its sorta even. The result is skewed by the nature of the options. I put "no spells in armor" and "armor chance of fail" in the same conceptual category as it indicates no free ride for arcane casts with armor.

The way I see it 58% (current number) of people dont want arcane casters to be unhindered in their ability to cast spells in armor, with 31% wanting it.

Actually, you could make an argument that the poll indicates more people want spell casting in armor; ASF still gives a chance to cast in armor, after all...

It is a fairly divided poll. I suspect that the base rules will provide an "All of the Above" option in the form of modules. It's an unsatisfactory answer, but there you go.
 

On a related note: Why is everyone in D&D always fighting with his/her backpack on? I'm struggling to think of any story/comic/movie/anything where the heroes intentionally go into combat wearing backpacks. (I feel like there's a relevant scene in the Mines of Moria in Fellowship, but I'm blanking.)

I've generally assumed that characters drop rucks on contact and recover them after the fight, or else stash them at the ORP before entering the dungeon. It only becomes an issue if they decide to run away.

On the other hand, why expect fantasy to be too realistic?

< Break >

On the other hand, why not make clothing interfere with casting, as well? I seem to vaguely recall a fantasy story along those lines -- the most powerful wizards ran around essentially naked.
 



What I'm going with in the latest version of my Basic D&D hack helps with this problem somewhat. The base idea is that martial training level based on class is the most important factor to determine AC. DEX and armor will add to this but not so much of the AC has to come from this.

For example ( if I were using ascending AC:)

Fighters base AC 14

Cleric base AC 13

Thief base AC 12

Wizard base AC 10

ARMORS:
Light +1
Medium +2
Heavy +3
Very Heavy +4

SHIELDS:
Small +1
Medium +2
Large +2 (+3 vs missiles) and and init. penalty.

DEX bonuses would be phased out as the armor got heavier. The wizard can wear whatever armor he/she wishes but not being martially trained, will still not have the AC of the fighter.

Thieves will still be encouraged to wear lighter armor because of their abilities, and clerics can go with whatever type of armor suits their style.
Most importantly, fighters can be high DEX swashbucker style if they wish without being completely hosed on AC since training rather than armor is most important.

Thoughts?
 

Actually, you could make an argument that the poll indicates more people want spell casting in armor; ASF still gives a chance to cast in armor, after all...

It is a fairly divided poll. I suspect that the base rules will provide an "All of the Above" option in the form of modules. It's an unsatisfactory answer, but there you go.

Honestly, I think you could probably split the difference. It's close enough either way.

And, yup, I hope we get an "All of the Above" option. That's always the best answer.
 

If we want to play the "you can't cast in armor because realistically you wouldn't have proper training and your movement would be hampered" card, then I want to play the "okay, when I hit you with a fireball I want your flesh to melt as you incinerate within your tin can" and the "you literally explode within your tin can as the force of one billion volts of electricity slam into you from my lightning bolt" cards.

I'm so tired of seeing people try to find ways to make wizards undesirable to play. If you don't want magic users in your game, disallow the classes at your table.

When you really consider it, no amount of training makes it reasonable to perform the types of maneuvers a D&D fighter would perform wearing plate mail either.

The only reason for the whole "no casting/hampered casting" in D&D is the desire of those who hate magic users to turn them into boring characters. Again, if you don't want magic users in your campaign, ban the classes from your table. Don't make the rest of us feel like crap simply to make your "I hit it with my sword" boring fighters feel like super heroes.
 

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