Plus, they make you look so bad ass. |
Similarly, armor does not make you harder to hit. It makes you less likely to suffer damage from an attack by the protective garments deflecting or absorbing the force of the blow. From padded gambisons to boiled leather to advanced composite armor, it all serves the purpose of preventing a damage from a successful attack.
Some armor is more effective than others... |
So, I propose a different idea for both shields and armor. Armor does not provide a bonus to a character's AC. Instead, it provides a reduction in damage. Depending on how heavy the armor is, it provides more of a reduction. This Reduction Value is subtracted from the damage inflicted by every successful attack made against the character.
Shields, on the other hand, do provide an Armor Class bonus - and a huge one. The combination of the two makes for your classic juggernaut knight type of character, while someone wielding just a shield can easily mimic the agility and tactical movement of a hoplite or spartan.
So, if I were to implement this mechanic for Swords & Wizardry WhiteBox or White Star I'd do it up something like this.
Protective
Item
|
AC/AAC Bonus
|
Reduction
Value
|
Light
Armor
|
–
|
1
|
Medium
Armor
|
–
|
3
|
Heavy
Armor
|
–
|
5
|
Shield
(buckler, target, round)
|
-4 [+4]
|
–
|
Shield
(kite, tower, energy)
|
-6 [+6]
|
–
|
This means that a character with a high Dexterity can rely on a shield and the idea that with such a high Armor Class they're planning to not get hit in the first place. Meanwhile, it leaves those wearing heavy armor open to the likelihood of getting hit, but they can take more punishment before going down.
Or you can say "America, fuck yeah!" and throw your shield. |
I like where this idea is going!
ReplyDeleteI think you nailed it. I have always hated D&D (and the like) armor class. It is something that should have stayed in that naval game they adapted it from.
ReplyDeleteThe only thing though, I think two handed weapon damage should be increased. If using a system with constant damage dice I would do something like this.
1) Your AC/DR system (+ AC bonus = DR): I still like weapons having to penetrate armor.
2) Single handed weapons (1d6)
3) Two handed weapons (2d6)
4) Thief/Rogue Dodge ability (possible to learn by others?)
5) Dual wielding (2d6 take the highest)
6) Missile weapons (1d6)
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DeleteI really like your ideas here. The simplicity of your Dual Wielding idea is exceptional and the idea that the Thief's backstab avoids armor is also a good one. It makes me wonder if increasing missile weapon damage might also be viable. Arrows doing 2d6 (since they're armor piercing), while sling bullets doing 1d6, etc etc. But yeah... I'm liking a lot of these ideas.
DeleteI wish I could take the credit. I just shamelessly crib ideas from others. I think I first found the duel-wielding idea from Jason Cone in his Philotomy's Musings, a house-rule/interpretation set for his 0e game.
DeleteTo clarify, I would use your DR numbers for the AC as well. For example, platemail would have AC5(+5)/DR5, Chainmail AC7(+3)/DR3 or whatever the numbers would look like--looking at you BD&D AC9 v. 1e AC10.
ReplyDeleteI had been considering something like this for shields; I was going to have shields improve your AC by half your level. This way shield don't totally over power warriors at low levels and they help keep warriors relevant at higher levels.
ReplyDeleteAs for armour as damage reduction, DR 5 is going to make even a low level character practically indestructible so I would probably have DR 1 for leather, 2 for chain and 3 for plate. Of course then you have to decide if you want to go and rebalance all your monsters with DR instead of AC...
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ReplyDeleteVery cool! This reminds of a video I saw on Youtube, by a fellow named Lindybeige. He proposes that the WEAPON you're using makes you harder to hit, because your sword or axe is the main thing between you and the guy trying to poke you with his weapon.
ReplyDeleteSo the stuff between you and bodily harm -- weapons and shiled, modified by how well you can use them = your Armor Class. And Armor absorbs damage.