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Armor
as Damage Reduction
This article is to address a notion in the core rules that has been
troublesome to me. I find it
counter-intuitive that heavy metal armor would make one harder to hit
rather than harder to hurt. The
following revisions to the Standard Reference Document in my attempt to
address this issue are below. Also
resented in this article are some changes critical threats/hits, effects
of damage to a character reducing him/her to 0 or fewer hit points and the
“staggered” condition.
All of the following text is Open
Game Content unless highlighted in gray.
Gray items are reprinted portions of the SRD.
Armor:
Armors have Damage Reduction
versus specific types of weapons (blunt, piercing, or slashing).
In terms of paperwork, a characters Armor Class is now a function
of ability scores (dexterity and sometimes wisdom), actions, and
conditions. Only shields
provide an Armor Bonus and only when wielded, not slung.
A combatant caught flat-footed will not receive any armor bonus for
a shield.
A new category needs to be added
to you character sheet below the Armor Class listing as follows:
Blunt: Pierce:
Slash:
You may also need to record the
type (blunt, piercing, or slashing) of the characters and encounters.
Blunt weapons are easy to identify but sometime you may need a
reminder for slashing or piercing weapons.
Critical Threats:
A
Critical Threats automatically causes Critical Damage.
(No reroll to hit). Damage
reduction according to the armor and the weapon is taken out before the
multiplier is applied to the critical damage.
Massive Damage:
Any single hit causing more damage
than 4/level (or hit die) of the character/creature (before the
damage reduction) requires a Fortitude Test of DC: 10 + damage to avoid
being stunned from the force of the blow.
Stunned:
The character loses her Dexterity bonus to AC (if any) and can take
no actions. Foes gain a +2 bonus to hit stunned characters.
A
character reduced to 0 or fewer hit points by subdual damage does
not become unconscious but rather becomes staggered.
A character reduced to –10 or more hit points is dead.
Staggered: A character is so badly
weakened or roughed up that he can only take a partial action when he
would normally be able to take a standard action.
Types of Armor and Damage
Reduction Values:
Rigid armors have good damage
reduction qualities versus all types of weapons but excel at deflecting or
absorbing impact blows and forces. Rigid
armors with lots or joints or overlapping plates may be less effective
versus slashing weapons and even less effective versus piercing weapons.
Examples of rigid armors would be breastplate, full plate, half
plate mail, scale mail, banded mail, splint mail as well as iron and wood
shields.
Flexible armors excel at absorbing
and deflecting concentrated piercing forces.
Blunt forces are slightly absorbed but the wearer will endure the
majority of the impact force. Studded
Leather, Leather, Chainmail are typical Flexible armors.
Armor
Max Check
---- Speed ----
Damage Reduction vs.
Armor
Cost Bonus
Dex Penalty
(30ft) (20ft)
Weight
Blunt Pierce Slash
-----
---- -----
---
-------
------ ------
------
Light armor
Padded
5 gp 0
+8
0
30 ft. 20
ft. 10 lb.
1
1
2
Leather
10 gp 0
+6
0
30 ft. 20
ft. 15 lb.
1
2
2
Studded leather
25 gp 0
+5
-1
30 ft. 20
ft. 20 lb.
2
2
3
Chain shirt
100gp 0
+4
-2
30 ft. 20
ft. 25 lb.
2
3
3
Medium armor
Hide
15 gp 0
+4
-3
20 ft. 15
ft. 25 lb.
2
2
3
Scale mail
50 gp 0
+3
-4
20 ft. 15
ft. 30 lb.
3
2
3
Chainmail
150gp 0
+2
-5
20 ft. 15
ft. 40 lb.
2
3
4
Breastplate
200gp 0
+3
-4
20 ft. 15
ft. 30 lb.
4
3
4
Heavy armor
Splint mail
200gp 0
+0
-7
20 ft.* 15 ft.* 45 lb.
4
4
4
Banded mail
250gp 0
+1
-6
20 ft.* 15 ft.* 35 lb.
4
4
4
Half-plate
600gp 0
+0
-7
20 ft.* 15 ft.* 50 lb.
5
4
4
Full plate
1,500 0
+1
-6
20 ft.* 15 ft.* 50 lb.
5
5
5
Notes:
- Magical
armor, adds its bonus to the Damage Reduction.
Chainmail +1 will have an effective damage reduction of 3 (2+1)
against a blunt weapon attack.
- This
table deals primarily with fantasy medieval campaign settings.
For hybrid or campaigns with modern components treat
“Ballistic” weapon types as “Piercing” weapons but half the
armors damage reduction.
- Energy
attacks (magical or technological) and breath weapon attacks vary
greatly but in general, the armor types indicated above do little to
counteract the effects of these attacks.
Apply the armor’s magical bonus however as Damage Reduction.
The DM may revise this for certain types of attacks on an
individual basis.
Shields
Armor
Max Check
---- Speed ---
Armor
Cost Bonus
Dex Penalty
(30ft) (20ft)
Weight
-----
---- -----
---
-------
------ ------
------
Buckler
15 gp +1
-
-1
-
-
5 lb.
Shield,
small, wooden 3 gp
+1
-
-1
-
-
5 lb.
Shield,
small, steel
9 gp +1
-
-1
-
-
6 lb.
Shield,
large, wooden 7 gp
+2
-
-2
-
-
10 lb.
Shield,
large, steel
20 gp +2
-
-2
-
-
15 lb.
Shield,
tower
30 gp **
-
-10
-
-
45 lb.
Whatta ‘bout monsters?
Creatures with tough hides should
also be easier to hit but harder to damage.
Addressing this is beyond the scope of this brief article but if
you look, the SRD and Core Book III break out the toughness of the
creature’s hide as the “natural” portion of the total armor class.
Use the “natural” modifier as the creatures Damage Reduction.
Do not forget to reduce the creatures Armor Class when flipping the
“natural” armor to Damage Reduction.
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