ngilop
2013-06-01, 08:18 PM
Hello everybody. Ngilop here for another Quick and Dirty fixTM.
I have long been disappointed with the way Armor works in 3rd ed. I know that the WoTC guys wanted every armor to be identicale and not have 1 been the end all be all of armor, but what ended up happening was heavy armor had all of these big penalties and no real boons to compensate for that.
I have went through a lot of differnet ideas in my head and most of them are rather long and a bit complicated. But, I do beleive i found a rather easy 'fix' if you will.
What about making armor give a certain amount of temporary hit points at the start of every round, and then cross reference that with itinerative attacks?
I was thinking you get a number of temporary hit points equal to the base Armor Bonus of said armor that renews every round, so full plate would give you 9 Temporary Hit Points every round while a chain shirt would only give you 4.
To make this not seem worthless at higher level i think tieing it to BaB via Itinerative attacks is perfect. So for each BASE Itinerative attack one character could make in a full round ( flurry of blows and rapid shot non-withstanding) the number of temporary hit points are mulitplied by that number. so at level 20 for instance a fighter has 36 temporary hit points from full plate while the same fighter only has 16 with the chain shirt.
I thik this is nice, as it supports the fluff of the heavy armor guys being able to take more damage than the usually more foragile skirmish types.
anyways, what do you all think of this idea?
and I apoloize if this idea came out hard to understand in the transition from brain to internet.
I have long been disappointed with the way Armor works in 3rd ed. I know that the WoTC guys wanted every armor to be identicale and not have 1 been the end all be all of armor, but what ended up happening was heavy armor had all of these big penalties and no real boons to compensate for that.
I have went through a lot of differnet ideas in my head and most of them are rather long and a bit complicated. But, I do beleive i found a rather easy 'fix' if you will.
What about making armor give a certain amount of temporary hit points at the start of every round, and then cross reference that with itinerative attacks?
I was thinking you get a number of temporary hit points equal to the base Armor Bonus of said armor that renews every round, so full plate would give you 9 Temporary Hit Points every round while a chain shirt would only give you 4.
To make this not seem worthless at higher level i think tieing it to BaB via Itinerative attacks is perfect. So for each BASE Itinerative attack one character could make in a full round ( flurry of blows and rapid shot non-withstanding) the number of temporary hit points are mulitplied by that number. so at level 20 for instance a fighter has 36 temporary hit points from full plate while the same fighter only has 16 with the chain shirt.
I thik this is nice, as it supports the fluff of the heavy armor guys being able to take more damage than the usually more foragile skirmish types.
anyways, what do you all think of this idea?
and I apoloize if this idea came out hard to understand in the transition from brain to internet.