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8 months ago  ::  Oct 06, 2012 - 8:10AM #41
WhiteHarness
Date Joined: Oct 4, 2004
Posts: 693
Ugh.  No thanks.

This system you present is needlessly complex and deeply unsatisfying.

The armour list presented in Playtest packet #2 was fine--sensible and easy to use; the only thing I want to see changed are a few of the names--i.e. no more "displacer beast hide," etc.  I do not see the need to make every armour type a viable choice at every level. 
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8 months ago  ::  Oct 06, 2012 - 8:22AM #42
Lokiron
Date Joined: Sep 28, 2009
Posts: 105

Oct 6, 2012 -- 7:20AM, Sesdun wrote:

Maybe Lamellar should drop the AB penalty.


My thought exactly.

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8 months ago  ::  Oct 06, 2012 - 8:46AM #43
Uchawi
Date Joined: Jun 22, 2010
Posts: 1,753
I would focus on what armor is meant to do, and that is not to get hit. However, what armor does not take into account is a magical world. Therefore I would approach armors in regards to what type of defenses they offer in regards to different types of attacks, including magic.

Therefore light armor can effect AC and reflex, and depending on the material may offer goods saves against cold and lightining because of their insulating properties.

Medium armors are transitional, where you may trade off less effective defenses against reflex or cold and lightning for a higher AC.

Heavy armor would be best for high AC, but may also be good against fire or acid saves.

And where light armor is good for mobile warriors, I would like strength to factor in to make heavy armor move restrictions reduced. Shields would be an obvious candidate for AC and reflex bonuses. 

You can make it even more complicated when considering slashing, piercing or bludgeoning weapons. Since monsters are affected differently by them as well.
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8 months ago  ::  Oct 06, 2012 - 8:51AM #44
wrecan
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Date Joined: Jun 23, 2005
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In the spirit of modularity, it would be great if you could make this so you could easily just let people choose a generic "light", "medium" and "heavy" armor for people who don't want to deal with all this granularity.
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8 months ago  ::  Oct 06, 2012 - 9:01AM #45
Sesdun
Date Joined: Sep 7, 2012
Posts: 357
@wrecan

Yes, that is definitely the best approach for a modular game. I will keep that in mind for the next version.
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8 months ago  ::  Oct 06, 2012 - 9:35AM #46
BhaelFire
Date Joined: Jul 2, 2012
Posts: 703

Oct 6, 2012 -- 8:51AM, wrecan wrote:

In the spirit of modularity, it would be great if you could make this so you could easily just let people choose a generic "light", "medium" and "heavy" armor for people who don't want to deal with all this granularity.


My sentiments exactly. Something along the lines of this:


Partial & Full Armor (Variant Rule)


None AC Max. Dexterity Disadvantage Weight Cost
No Armor 10 None None 0 lbs. 0 gp
Light AC Max. Dexterity Disadvantage Weight Cost
Partial 12 16 (+3) Swim 15 lbs. 10 gp
Full 13 15 (+2) Swim, Climb 25 lbs. 50 gp
Medium AC Max. Dexterity Disadvantage Weight Cost
Partial 14 14 (+2) Swim, Climb, Jump 30 lbs. 75 gp
Full 15 13 (+1) Swim, Climb, Jump, Stealth 40 lbs. 100 gp
Heavy AC Max. Dexterity Disadvantage Weight Cost
Partial 17 12 (+1) As above, -5 Speed 50 lbs. 300 gp
Full 18 11 (0) As above, Fortified 60 lbs. 600 gp
Shield AC Max. Dexterity Disadvantage Weight Cost
Light +1 None Stealth 5 lbs. 10 gp
Heavy +2 None Stealth 20 lbs. 75 gp



Light: Any type of armor that is lightweight, flexible, and allows for  optimal mobility. Full Light Armor examples include a leather or padded tunic or jerkin, with greaves, fur mantle, leather boots and bracers. Partial Light Armor may consist of a fur loincloth, leather girdle, knee-high boots, spiked leather bracers and a thick leather circlet with a nose-guard.

Medium:
Any type of armor that is heavier than light armor, but provides better protection and is also moderately flexible allowing for decent mobility. Examples of Full include a chainmail or scale mail hauberk, worn with greaves, bracers, and pauldrons. Examples of Partial include a brigandine jack worn over normal clothing or a fur loincloth, knee-high boots, leather girdle, bracers, leather harness, fur mantle, and a great helm.

Heavy:
Any type of armor that sacrifices mobility for optimal protection. Partial examples include ancient armors like lorica segmentata (also known as "banded mail" or "splint mail")  and Full examples include the full plate armor suits of the late medieval and early renaissance periods.
D&D Next - Basic and Expert Editions Show

I firmly believe that there should be two editions of the game; the core rules released as a "Basic" set and a more complicated expanded rules edition released as an "Expert" set. These two editions would provide separate entry points to the game; one for new players or players that want a more classic D&D game and another entry point for experienced gamers that want more options and all the other things they have come to expect from previous editions.

Also, they must release several rules modules covering the main elements of the game (i.e., classes, races, combat, magic, monsters, etc.) upon launch to further expand the game for those that still need more complexity in a particular element of the game.



Here's a mockup of the Basic Set I created.



(CLICK HERE TO VIEW LARGER IMAGE)
  


Basic Set


This boxed set contains a simple, "bare bones" edition of the game; the core rules. It's for those that want a rules-light edition of the game that is extremely modifiable or for new players that get intimidated easily by too many rules and/or options. The Basic Set contains everything needed to play with all the "classic" D&D races (i.e., Human, Dwarf, Elf, and Halfling) and classes (i.e., Cleric, Fighter, Rogue, Wizard) all the way up to maximum level (i.e., 20th Level).

The Basic boxed set contains:


Quick Start Rules
A "choose your own way" adventure intended as an intro to RPGs and basic D&D terms.

Player's Handbook
(Softcover, 125 pages)
Features rules for playing the classic D&D races and classes all the way up to 20th level.

Dungeon Master's Guide

(Softcover, 125 pages)
Includes the basic rules for dungeon masters.

Monster Manual
(Softcover, 100 pages)
Includes all the classic iconic monsters from D&D. 

Introductory Adventure
(Keep on the Borderlands)
An introductory adventure for beginning players and DMs.

Also includes: 

Character Sheets
Reference Sheets
Set of Dice




Expert Set


A set of hardbound rules that contains the core rules plus expanded races and classes, more spells and a large selection of optional rules modules — that is, pretty much everything that experienced players have come to expect. Each expert edition manual may be purchased separately, or in a boxed set. The Expert set includes:


Expert PHB (Hardcover, 225 pages. $35 Includes core rules plus 10 playable races, 10 character classes, expanded selection of spells and rules modules for players.)
Expert DMG (Hardcover, 250 pages. $35 Includes core rules plus expanded rules modules for DMs.)
Expert MM (Hardcover, 225 pages. $35 Includes an expanded list of monsters and creatures to challenge characters)




Expansions


These expansion rules modules can be used with both the Basic and Expert sets. Each expansion covers one specific aspect of the game, such as character creation, combat, spells, monsters, etc.) 


Hall of Heroes (Hardcover, 225 pages. $35 Includes a vast selection of playable character races and classes, new and old all in one book)
Combat and Tactics (Hardcover, 225 pages. $35 Includes dozens of new and old optional rules for combat all in one book)
Creature Compendium (Hardcover, 350 pages.$35 Includes hundreds of monsters, new and old all in one book)
The Grimoire (Hardcover, 225 pages. $35 Includes hundreds of new and old spells all in one book)












A Million Hit Points of Light: Shedding Light on Damage Show

A Million Hit Points of Light: Shedding Light on Damage and Hit Points


In my personal campaigns, I use the following system for damage and dying. It's a slight modification of the long-standing principles etsablished by the D&D game, only with a new definition of what 0 or less hit points means. I've been using it for years because it works really well. However, I've made some adjustments to take advantage of the D&D Next rules. I've decided to present the first part in a Q&A format for better clarity. So let's begin...


What are hit points?
The premise is very simple, but often misunderstood; hit points are an abstraction that represent the character's ability to avoid serious damage, not necessarily their ability to take serious damage. This is a very important distinction. They represent a combination of skillful maneuvering, toughness, stamina and luck. Some targets have more hit points because they are physically tougher and are harder to injure...others have more because they are experienced combatants and have learned how to turn near fatal blows into mere scratches by skillful maneuvering...and then others are just plain lucky. Once a character runs out of hit points they become vulnerable to serious life-threatening injuries.


So what exactly does it mean to "hit" with a successful attack roll, then?
It means that through your own skill and ability you may have wounded your target if the target lacks the hit points to avoid the full brunt of the attack. That's an important thing to keep in mind; a successful "hit" does not necessarily mean you physically damaged your target. It just means that your attack was well placed and forced the target to exert themselves in such a way as to leave them vulnerable to further attacks. For example, instead of severing the target's arm, the attack merely grazes them leaving a minor cut.


But the attack did 25 points of damage! Why did it only "graze" the target?
Because the target has more than 25 hit points. Your attack forced them to exert a lot of energy to avoid the attack, but because of their combat skill, toughness, stamina and luck, they managed to avoid being seriously injured. However, because of this attack, they may not have the reserves to avoid your next attack. Perhaps you knocked them off balance or the attack left them so fatigued they lack the stamina to evade another attack. It's the DM's call on how they want to narrate the exact reason the blow didn't kill or wound the target.


Yeah, but what about "touch" attacks that rely on physical contact?
Making physical contact with a target is a lot different than striking them, so these types of attacks are the exception. If a touch attack succeeds, the attacker manages to make contact with their target.


If hit points and weapon damage don't always represent actual damage to the target, then what does it represent?
Think of the damage from an attack as more like a "threat level" rather than actual physical damage that transfers directly to the target's body. That is, the more damage an attack does, the harder it is to avoid serious injury. For example, an attack that causes 14 points of damage is more likely to wound the target than 3 points of damage (depending on how many hit points the target has left). The higher the damage, the greater the chance is that the target will become seriously injured. So, an attack that does 34 points of damage could be thought of as a "threat level of 34." If the target doesn't have the hit points to negate that threat, they become seriously injured.


Ok, but shouldn't armor reduce the amount of damage delivered from an attack?
It does reduce damage; by making it harder for an attack to cause serious injury. A successful hit against an armored target suggests that the attack may have circumvented the target's armor by striking in a vulnerable area.


What about poison and other types of non-combat damage?
Hit point loss from non-physical forms of damage represents the character spitting the poison out just in time before it takes full strength or perhaps the poison just wasn't strong enough to affect them drastically, but still weakens them. Again, it's the DMs call on how to narrate the reasons why the character avoids serious harm from the damage.


If hit points don't don't represent actual damage then how does that make sense with spells like Cure Serious Wounds and other forms of healing like healer kits with bandages?
Hit points do represent some physical damage, just not serious physical damage. Healing magic and other forms of healing still affect these minor wounds just as well as more serious wounds. For example, bandaging up minor cuts and abrasions helps the character rejuvenate and relieve the pain and/or fatigue of hit point loss. The key thing to remember is that it's an abstraction that allows the DM freedom to interpret and narrate it as they see fit.

What if my attack reduces the target to 0 or less hit points?
If a player is reduced to 0 or less hit points they are wounded. If a monster or NPC is reduce to 0 or less hit points they are killed.


Why are monsters killed immediately and not players?
Because unless the monsters are crucial to the story, it makes combat resolution much faster. It is assumed that players immediately execute a coup de grace on wounded monsters as a finishing move.


What if a character is wounded by poison or other types of non-physical damage?
If a character becomes wounded from non-combat damage they still receive the effects of being wounded, regardless if they show any physical signs of injury (i.e., internal injuries are still considered injuries).


Ok. I get it...but what happens once a character is wounded?
See below.
 


Damage and Dying


Once a character is reduced to 0 or less hit points, they start taking real damage. In other words, their reserves have run out and they can no longer avoid taking serious damage.


  1. Characters are fully operational as long as they have 1 hit point or more. They may have minor cuts, bruises, and superficial wounds, but they are are not impaired significantly. 

  2. Once they reach 0 or less hit points, they become Wounded (see below).That is, they have sustained a wound that impairs their ability to perform actions.

  3. If they reach a negative amount of hit points equal or greater than their Constitution score, they are Incapacitated. This means they are in critical condition and could possibly die.

  4. Characters will die if their hit points reach a negative amount greater than their Constitution score, plus their current level.



Unharmed: 1 hp or more
Wounded: 0 hp or less
Incapacitated: -(Constitution) to -(Constitution+Level)
Dead: Less than -(Constitution +Level)


Wounded
When the character reaches 0 or less hit points they become wounded. Wounded characters receive disadvantage on all attacks and saving throws until they heal back up to 1 hit point or more. This allows for a transitory stage between healthy and dying, without having to mess around with impairment rules while the character still has hit points left.


Incapacitated
Characters begin dying when they reach a negative amount of hit points equal to their Constitution score. At which point, they must make a DC 10 Constitution saving throw on each of their following turns (the disadvantage from being wounded does not apply for these saving throws).

If successful, the character remains dying, but their condition does not worsen.


If the saving throw fails, another DC 10 Constitution saving throw must be made. If that one fails, the character succumbs to their wounds and dies. If successful, the character stabilizes and is no longer dying.

Finally, if a dying character receives first aid or healing at any point, they immediately stabilize.


Dead
Characters will die if they reach a negative amount of hit points equal to their Constitution, plus their current level. Thus, if an 8th level character with a Constitution score of 12 is down to 4 hit points then takes 24 points of damage (reducing their hit points to -20) the attack kills them outright.

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8 months ago  ::  Oct 06, 2012 - 10:11AM #47
Sesdun
Date Joined: Sep 7, 2012
Posts: 357
@Bhaelfire

I think people who want a simple armor list want just 3 things in it, not 8 =P
You have merely replaced the names with new names.

Also your list is back to the standard AC progression, and the maximizing of AC vs. Dex from 3.5e.
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8 months ago  ::  Oct 06, 2012 - 10:32AM #48
BhaelFire
Date Joined: Jul 2, 2012
Posts: 703

Oct 6, 2012 -- 10:11AM, Sesdun wrote:

You have merely replaced the names with new names.


Not exactly; I replaced specific names with generic catchall names...Which is a LOT more flexible of a system for role-playing purposes. The partial/full dynamic is merely a variant of this table:




Armor Type AC Max. Dexterity Notes Weight
Light 12 16 Disadvantage: Swim, Climb 15 lbs.
Medium 14 14 Disadvantage: Swim, Climb, Jump 30 lbs.
Heavy 16 12 Disadvantage: Swim, Climb, Jump, Stealth, Damage Reduction, -5 Speed 60 lbs.
Shield +1 Disadvantage: Stealth 10 lbs.


This table makes every armor choice a viable option, depending on your character's focus:


No amor is perfect for characters with very high Dexterity scores that do not want to be impeded in any way.
Light armor is perfect for characters with high Dexterity scores that are willing to take a minor hit with mobility (Swim and Climb Disadvantage) for some extra protection.
Medium armor is perfect for moderate Dexterity scores that want even more protection at the expense of mobilty (Swim, Climb and Jump).
Heavy armor is perfect for characters that want maximum protection and damage absorption and are not so concerned about mobility or stealth.
D&D Next - Basic and Expert Editions Show

I firmly believe that there should be two editions of the game; the core rules released as a "Basic" set and a more complicated expanded rules edition released as an "Expert" set. These two editions would provide separate entry points to the game; one for new players or players that want a more classic D&D game and another entry point for experienced gamers that want more options and all the other things they have come to expect from previous editions.

Also, they must release several rules modules covering the main elements of the game (i.e., classes, races, combat, magic, monsters, etc.) upon launch to further expand the game for those that still need more complexity in a particular element of the game.



Here's a mockup of the Basic Set I created.



(CLICK HERE TO VIEW LARGER IMAGE)
  


Basic Set


This boxed set contains a simple, "bare bones" edition of the game; the core rules. It's for those that want a rules-light edition of the game that is extremely modifiable or for new players that get intimidated easily by too many rules and/or options. The Basic Set contains everything needed to play with all the "classic" D&D races (i.e., Human, Dwarf, Elf, and Halfling) and classes (i.e., Cleric, Fighter, Rogue, Wizard) all the way up to maximum level (i.e., 20th Level).

The Basic boxed set contains:


Quick Start Rules
A "choose your own way" adventure intended as an intro to RPGs and basic D&D terms.

Player's Handbook
(Softcover, 125 pages)
Features rules for playing the classic D&D races and classes all the way up to 20th level.

Dungeon Master's Guide

(Softcover, 125 pages)
Includes the basic rules for dungeon masters.

Monster Manual
(Softcover, 100 pages)
Includes all the classic iconic monsters from D&D. 

Introductory Adventure
(Keep on the Borderlands)
An introductory adventure for beginning players and DMs.

Also includes: 

Character Sheets
Reference Sheets
Set of Dice




Expert Set


A set of hardbound rules that contains the core rules plus expanded races and classes, more spells and a large selection of optional rules modules — that is, pretty much everything that experienced players have come to expect. Each expert edition manual may be purchased separately, or in a boxed set. The Expert set includes:


Expert PHB (Hardcover, 225 pages. $35 Includes core rules plus 10 playable races, 10 character classes, expanded selection of spells and rules modules for players.)
Expert DMG (Hardcover, 250 pages. $35 Includes core rules plus expanded rules modules for DMs.)
Expert MM (Hardcover, 225 pages. $35 Includes an expanded list of monsters and creatures to challenge characters)




Expansions


These expansion rules modules can be used with both the Basic and Expert sets. Each expansion covers one specific aspect of the game, such as character creation, combat, spells, monsters, etc.) 


Hall of Heroes (Hardcover, 225 pages. $35 Includes a vast selection of playable character races and classes, new and old all in one book)
Combat and Tactics (Hardcover, 225 pages. $35 Includes dozens of new and old optional rules for combat all in one book)
Creature Compendium (Hardcover, 350 pages.$35 Includes hundreds of monsters, new and old all in one book)
The Grimoire (Hardcover, 225 pages. $35 Includes hundreds of new and old spells all in one book)












A Million Hit Points of Light: Shedding Light on Damage Show

A Million Hit Points of Light: Shedding Light on Damage and Hit Points


In my personal campaigns, I use the following system for damage and dying. It's a slight modification of the long-standing principles etsablished by the D&D game, only with a new definition of what 0 or less hit points means. I've been using it for years because it works really well. However, I've made some adjustments to take advantage of the D&D Next rules. I've decided to present the first part in a Q&A format for better clarity. So let's begin...


What are hit points?
The premise is very simple, but often misunderstood; hit points are an abstraction that represent the character's ability to avoid serious damage, not necessarily their ability to take serious damage. This is a very important distinction. They represent a combination of skillful maneuvering, toughness, stamina and luck. Some targets have more hit points because they are physically tougher and are harder to injure...others have more because they are experienced combatants and have learned how to turn near fatal blows into mere scratches by skillful maneuvering...and then others are just plain lucky. Once a character runs out of hit points they become vulnerable to serious life-threatening injuries.


So what exactly does it mean to "hit" with a successful attack roll, then?
It means that through your own skill and ability you may have wounded your target if the target lacks the hit points to avoid the full brunt of the attack. That's an important thing to keep in mind; a successful "hit" does not necessarily mean you physically damaged your target. It just means that your attack was well placed and forced the target to exert themselves in such a way as to leave them vulnerable to further attacks. For example, instead of severing the target's arm, the attack merely grazes them leaving a minor cut.


But the attack did 25 points of damage! Why did it only "graze" the target?
Because the target has more than 25 hit points. Your attack forced them to exert a lot of energy to avoid the attack, but because of their combat skill, toughness, stamina and luck, they managed to avoid being seriously injured. However, because of this attack, they may not have the reserves to avoid your next attack. Perhaps you knocked them off balance or the attack left them so fatigued they lack the stamina to evade another attack. It's the DM's call on how they want to narrate the exact reason the blow didn't kill or wound the target.


Yeah, but what about "touch" attacks that rely on physical contact?
Making physical contact with a target is a lot different than striking them, so these types of attacks are the exception. If a touch attack succeeds, the attacker manages to make contact with their target.


If hit points and weapon damage don't always represent actual damage to the target, then what does it represent?
Think of the damage from an attack as more like a "threat level" rather than actual physical damage that transfers directly to the target's body. That is, the more damage an attack does, the harder it is to avoid serious injury. For example, an attack that causes 14 points of damage is more likely to wound the target than 3 points of damage (depending on how many hit points the target has left). The higher the damage, the greater the chance is that the target will become seriously injured. So, an attack that does 34 points of damage could be thought of as a "threat level of 34." If the target doesn't have the hit points to negate that threat, they become seriously injured.


Ok, but shouldn't armor reduce the amount of damage delivered from an attack?
It does reduce damage; by making it harder for an attack to cause serious injury. A successful hit against an armored target suggests that the attack may have circumvented the target's armor by striking in a vulnerable area.


What about poison and other types of non-combat damage?
Hit point loss from non-physical forms of damage represents the character spitting the poison out just in time before it takes full strength or perhaps the poison just wasn't strong enough to affect them drastically, but still weakens them. Again, it's the DMs call on how to narrate the reasons why the character avoids serious harm from the damage.


If hit points don't don't represent actual damage then how does that make sense with spells like Cure Serious Wounds and other forms of healing like healer kits with bandages?
Hit points do represent some physical damage, just not serious physical damage. Healing magic and other forms of healing still affect these minor wounds just as well as more serious wounds. For example, bandaging up minor cuts and abrasions helps the character rejuvenate and relieve the pain and/or fatigue of hit point loss. The key thing to remember is that it's an abstraction that allows the DM freedom to interpret and narrate it as they see fit.

What if my attack reduces the target to 0 or less hit points?
If a player is reduced to 0 or less hit points they are wounded. If a monster or NPC is reduce to 0 or less hit points they are killed.


Why are monsters killed immediately and not players?
Because unless the monsters are crucial to the story, it makes combat resolution much faster. It is assumed that players immediately execute a coup de grace on wounded monsters as a finishing move.


What if a character is wounded by poison or other types of non-physical damage?
If a character becomes wounded from non-combat damage they still receive the effects of being wounded, regardless if they show any physical signs of injury (i.e., internal injuries are still considered injuries).


Ok. I get it...but what happens once a character is wounded?
See below.
 


Damage and Dying


Once a character is reduced to 0 or less hit points, they start taking real damage. In other words, their reserves have run out and they can no longer avoid taking serious damage.


  1. Characters are fully operational as long as they have 1 hit point or more. They may have minor cuts, bruises, and superficial wounds, but they are are not impaired significantly. 

  2. Once they reach 0 or less hit points, they become Wounded (see below).That is, they have sustained a wound that impairs their ability to perform actions.

  3. If they reach a negative amount of hit points equal or greater than their Constitution score, they are Incapacitated. This means they are in critical condition and could possibly die.

  4. Characters will die if their hit points reach a negative amount greater than their Constitution score, plus their current level.



Unharmed: 1 hp or more
Wounded: 0 hp or less
Incapacitated: -(Constitution) to -(Constitution+Level)
Dead: Less than -(Constitution +Level)


Wounded
When the character reaches 0 or less hit points they become wounded. Wounded characters receive disadvantage on all attacks and saving throws until they heal back up to 1 hit point or more. This allows for a transitory stage between healthy and dying, without having to mess around with impairment rules while the character still has hit points left.


Incapacitated
Characters begin dying when they reach a negative amount of hit points equal to their Constitution score. At which point, they must make a DC 10 Constitution saving throw on each of their following turns (the disadvantage from being wounded does not apply for these saving throws).

If successful, the character remains dying, but their condition does not worsen.


If the saving throw fails, another DC 10 Constitution saving throw must be made. If that one fails, the character succumbs to their wounds and dies. If successful, the character stabilizes and is no longer dying.

Finally, if a dying character receives first aid or healing at any point, they immediately stabilize.


Dead
Characters will die if they reach a negative amount of hit points equal to their Constitution, plus their current level. Thus, if an 8th level character with a Constitution score of 12 is down to 4 hit points then takes 24 points of damage (reducing their hit points to -20) the attack kills them outright.

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8 months ago  ::  Oct 06, 2012 - 4:42PM #49
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Oct 5, 2012 -- 8:58PM, Sesdun wrote:

Yea, I agree with most of your criticisms here, the list definitely needs some tweaking.

Perhaps medium armors should lose the Fortified attribute alltogether so that can be a distinctively heavy armor thing.
Still I kind of liked the thing with mediums as a blend of light and heavy properties.

Some cases like hide being slightly superior to the leathers are ok because it requires a higher tier of armor proficiency to use.

Heavy armors are intended to be differently valued depending on CON score, so that's all well..  but the treshold point should not be too high.

If a simpler system is desired without lots of choices in each category, I still think that it would be more interesting to give medium and heavy different flavours. The list could be simplified to:

No Armor: 10 + Dex mod AC
Light: 12 + Dex mod AC (no penalties)
Medium: 15 + Dex mod AC (max 3 dex mod, perhaps a stealth penalty)
Heavy: 15 AC, Fortified Con mod + 2 (-1 penalty to Dex mod, max 2 Dex mod, penalties to movement and stealth)

Although I would rather have multiple armor types in each category.


Yeah, a few tweaks here and there. It will probably be workable. AC and DR together may create one or two odd corner cases, like a few situations where a higher CON high level heavy armor user can effectively just walk through some damage, but most players will be leery of doing that, being wise to possible DM tricks, so it really isn't likely to be a big deal. Piercing might be pretty awesome, but few monsters will actually wear armor, so it shouldn't be a huge advantage for a PC to have (nice but it won't help against most really tough monsters) and if a monster here or there has it, well, that's no worse than say 4e's swarms or insubstantial, some things are just a PITA to fight, better leave it to the wizard or rogue.

That is not dead which may eternal lie
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8 months ago  ::  Oct 06, 2012 - 4:56PM #50
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Oct 6, 2012 -- 10:32AM, BhaelFire wrote:

Oct 6, 2012 -- 10:11AM, Sesdun wrote:

You have merely replaced the names with new names.


Not exactly; I replaced specific names with generic catchall names...Which is a LOT more flexible of a system for role-playing purposes. The partial/full dynamic is merely a variant of this table:




Armor Type AC Max. Dexterity Notes Weight
Light 12 16 Disadvantage: Swim, Climb 15 lbs.
Medium 14 14 Disadvantage: Swim, Climb, Jump 30 lbs.
Heavy 16 12 Disadvantage: Swim, Climb, Jump, Stealth, Damage Reduction, -5 Speed 60 lbs.
Shield +1 Disadvantage: Stealth 10 lbs.


This table makes every armor choice a viable option, depending on your character's focus:


No amor is perfect for characters with very high Dexterity scores that do not want to be impeded in any way.
Light armor is perfect for characters with high Dexterity scores that are willing to take a minor hit with mobility (Swim and Climb Disadvantage) for some extra protection.
Medium armor is perfect for moderate Dexterity scores that want even more protection at the expense of mobilty (Swim, Climb and Jump).
Heavy armor is perfect for characters that want maximum protection and damage absorption and are not so concerned about mobility or stealth.


Yeah, this is pretty much what I had roughed out earlier. Frankly I'd make it even a bit simpler. I'd just have the disadvantage be 1 for light, 2 for medium, and 3 for heavy and apply it to all physical checks where it makes sense (IE the DM can decide maybe it doesn't always apply, and for a few things like hide armor in the cold it might even go the other way). The speed modifier could be negotiable, but we'd kind of have to see exactly how it played out. I wouldn't give shields a disadvantage at all (In fact I'd go with Wrecan's weapon-based shield rules). Using a shield is already rather unfavorable considering it takes up a hand that you will often need for things like climbing. I think for maximum simplicity I'd also just ditch DR. In a bounded accuracy system having a 6 better AC is already pretty huge, and again you can always tweak the AC up or down a point to jigger things into line.

Now you can add in 'masterwork', but I'd go with something more cool, like you can have a trait you add, like "dwarf forged" can be added to any type and decreases the weight by 1/3 (10,20,40) and gives a bonus to saves against something, maybe acid for instance. Fey Forged armor cold drop the movement penalty by 5 and remove the penalty to Stealth/Dex checks. There could be other types too of course, probably based on setting or whatever. Some races might grant masterwork benefits for other things like helmets or shields.

That is not dead which may eternal lie
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