Simplifying Armor

I feel that the current armor options are too many and too complex. I would like for armor to be simplified and more abstract to give the players more options for how they want AC to work for them.

To that end, I propose this system for armor:

There are only three types of armor: light, medium, and heavy. There are no armor proficiencies so any class can use whatever armor they feel like but armor does have Strength and Constitution requirements. You can still wear an armor that you do not meath the requirements for, but you will suffer penalties to speed and ability checks.

Light: AC = 11 + Dex mod (max +5). Requirements Str 11+ Con 11+. Cost 10 gp
Medium: AC = 13 + Dex mod (max +3). Requirements Str 13+ Con 13+ Cost 50 gp
Heavy: AC = 15 + Dex mod (max +1). Requirements Str 15+ Con 15+. Cost 100 gp

If you do not meet an armor's Strength requirement you suffer disadvantage to Dexterity checks and your speed is reduced by 5 feet.
If you do not meet an armor's Consitution requirement you suffer disadvantage to Strength checks and your speed is reduced by 5 feet.

And that is all. Special materials will be not readily available and insted be part of the magic item system. Wealth will not be a major factor for a PCs armor advancement. The system is designed to be simple and flexible to accomodate a wide range of armor types for the player to choose from without requiring seperate mechanics for 12 types of armor. The book can give some examples of armor types (such as leather and hide are light armor, chain and scale are medium, plate is heavy) but the player has the freedom to describe his armors appearance and type as best fits their concept.

Edit: Part 2 Skill to AC
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Each class will have a combat bonus that replaces their attack bonus with weapons. A combat bonus will also apply to AC. This will represent a class becoming more adept at defending themself as they level as well as becoming more adept at attacking.

For fighters and other classes who are masters of weapon use this bonus starts at +1 and grows to +5.
For classes that have an average combat ability such as rogues and clerics it starts at +1 and grows to +3 only.
For classes who have poor combat skills like druids and wizards it will start at +0 and only grow to +2.

This way class will still play an important role in determing AC without requiring proficiencies.

My 5e Homebrew Material

The Warblade: A Mythic Fighter

The Hero: A Modular Class

I don't like the stat requirements.  It seems like defenses are part of class features to me.

That said i'm all for "generic light", "generic medium", and "generic heavy" armor for basic play.


Though i would like special, non-magical armors for advanced players.

Spiked Heavy Armor - 14 AC, any melee attack that misses you by 5 or more takes 1d4 damage.
Ringmail Medium Armor - 12+Dex(max 2) AC, resist piercing.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

I don't like the stat requirements.  It seems like defenses are part of class features to me.

That said i'm all for "generic light", "generic medium", and "generic heavy" armor for basic play.


Though i would like special, non-magical armors for advanced players.

Spiked Heavy Armor - 14 AC, any melee attack that misses you by 5 or more takes 1d4 damage.
Ringmail Medium Armor - 12+Dex(max 2) AC, resist piercing.



The stat requirements aren't requirements in the strictest sense. A wizard can still wear plate armor using this system, he just suffers penalties to Str/Dex checks and speed if he doesn't meet the requirements for using the armor. This way a player who meets an armors requirements can avoid the armor "check penalties" that armor provides but anyone should be able to wear plate armor and get some protection.

As to defenses being linked to class, I added a part 2 for that.
I don't see how this is simpler. You're adding a ton of modifiers. In current system, the armor you have has a value in AC, add your dex modifier and you're done.

The only other thing that could complicate it is if you have disadvantage cuz you're stealthing with clunky armor (quick check on the same table) or if you're disadvantaged cuz you didn't train it (another quick check)
I don't see how this is simpler. You're adding a ton of modifiers. In current system, the armor you have has a value in AC, add your dex modifier and you're done. The only other thing that could complicate it is if you have disadvantage cuz you're stealthing with clunky armor (quick check on the same table) or if you're disadvantaged cuz you didn't train it (another quick check)



Current system has:

*Different materials (displacer beast hide, dragon scale, mithril, etc) which only serve to scale AC by wealth
*Different proficiency levels to determine what armor you can actually use
*Some armors provide disadvantage on checks, others a reduction in speed, some both
*Over dozen different types of armor to look through each despite some armors being obviously superior in every way

My system has
*Only 3 types of armor and no proficiency needed to use armor
*Penalties to speed and checks only occur if you do no meet an armors requirements