Armor

I got this idea from some random thread awhile back. The poster was talking about how reducing speed based on the armor you're wearing was stupid and totally illogical - you can actually move quite easily in full plate, because it was designed for mobility (I've seen this myself, having been to a Ren faire or two). There are even stories of people being able to SWIM in full plate! So, when I overhauled the armor system, I decided to limit max speed instead - it makes sense that you can move quite easily at a walk in full plate, but not run full out. Other changes include:

  • Max Dex was changed to a Dex penalty. This affects everyone more equally, and doesn't penalize those who use light armor as much.
  • Arcane spell failure is gone. I've always thought that it was unfair that mages were penalized when it came to armor, but clerics/druids could wear it without penalty. Instead, I implemented a Concentration penalty for anyone who wears armor with which they're not proficient.
  • Weights for chainmail and several shields were adjusted slightly to balance them out and make players think more about their choices, rather than just go for the best right off the bat.
  • Shields have also been adjusted. Steel shields, being heavier than wooden ones, have greater penalties to offset their greater strength. All shields have a Concentration penalty – having several pounds of wood or steel hanging off one arm tends to hamper spellcasting – as well as a (small) Dex penalty. Bucklers were also lightened up (and their prices reduced slightly); they're already better than light shields as far as hardness and hit points, and making them cost more is a stupid (and illogical, really) balancing factor. Also, tower shields impact your speed - hauling around 45 pounds of metal and wood should realistically slow you down a bit. Finally, I instituted another very simple change that someone else suggested and I should've thought of myself - bucklers add a +1 AC bonus, light shields +2, heavy +3, and tower +4.
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