Right. Here come my custom rules for equipment. Many of these rules also depend on my combat rules, so some of them might be a bit unclear. I will do my best to make them as understandable as possible, though.
The armour rules have changed quite a bit from standard D&D. Instead of deflecting attacks, they give you something similar to a damage reduction (Though not quite. I'll get back to this in the combat system). An even bigger change is that, because of my called-shot system (Again, will be explained in the combat-section) armour is bought separately for each "body-part".
The body parts are:
- Abdomen (groin and stomach)
This means that you could, for instance, have a chain shirt with a full knight’s helmet and studded leather on your arms and legs. This gives players more freedom to design their armour, and opens for more tactical combat.
Here is my table for armour-rules. Explanation will follow:
*Starts at +8
AC is the armour bonus applied to the specific body part.
Type decides if your armour is considered light, medium or heavy, derived from the table below.
ACP is the armour check penalty of your armour. Simply add them all together to find the total ACP.
Max dex This starts at +8, and is then reduced by the values as shown in the table.
PS: Arms and legs count as one half armour-part each. Thus someone with chain mail on both legs only gets -2 to max dex and ACP, not -4. If he only had chain on one leg, this would give him only half the penalty (round up).
SpoilerEinar the Horrible, a dwarven pit-fighter wants to make a new armour. He decides to have his sword-arm covered in light metal, have a huge, metal belt, bare chest, studded leather trousers and a pot-helmet. The DM decides the belt should be considered about as good as scale, and the pot-helmet equivalent to light metal. He then adds the scores together.
Type: 2 (1/2 arm, rounded up) + 2 (belt) + 1 (studded leather trousers) + 3 (pot helmet) = 8. Looking at the table, Einar finds that his armour is considered medium. This will reduce his movement speed, just like in standard D&D.
ACP: -1 (arm) -1 (belt) +0 (trousers) -2 (helmet) = -4
Max Dex: 8 (base) -1 (arm) -2 (belt) -1 (trousers) -2 (helmet) = +2
Additional rule - Strong back:
SpoilerArmour check penalties and max dex quickly become quite ugly with my system, and I wanted to make some adjustments. At the same time, strength became an ever worse attribute with each rule I introduced. To solve both of these problems I introduced the "Strong back" rule.
The rule is simple, and allows strong characters to more easily manoeuvre in heavy armour than weak characters. Simply add the characters strength-modifier to the armour check penalty and max dex modifier of the armour when worn, and heavily armoured brutes will shine again.
Blocking and parrying: Blocking and parrying are two special actions that can be used to increase your defense. These are executed by using shields and weapons respectively. When parrying you lose one "shot" of actions in order to increase your armour by a certain amount. This armour bonus works both as standard AC and dmage reduction (explanations of these rules will be in the combat-chapter). The Block-bonuses for shields are:
Block bonus can be increased by one by taking the shield-focus feat (See character creation)
Parrying works similar to blocking, however special rules apply as described in the feats-section of Character creation. The maximum bonus you can have in parrying depends on the weapon (see table in spoiler below).
MSR, or minimum strength required is a little rule I've introduced to get rid of weapon sizes. With this system, a strong enough character can use a greatsword in one hand without difficulty, while a poor old beggar will have troble wielding a longsword in two.
the MSR of a weapon is the strength-value required to use a weapon perfectly in your main hand. If you wield a weapon in your off hand its MSR increases by two. If you hold it in two hands, its MSR decreases by three.
If you do not meet the MSR of a weapon, your to-hit value decreases by a number of points equal to the differance up to a maximum of -5. It is impossible to wield a weapon with an MSR more than 5 over your strength (Or 3 in case of an off-hand weapon and 8 in case of a two-handed weapon)
Table giving parry value, MSR and weapon type:
*This is the MSR for using the weapon in two hands.
**This is the MSR for using the shield in your off-hand
Note: Characters in my campaign have a lower strength in general than a standard D&D one, a very strong fighter having a strength of 14. You might want to adjust the MSR-values if characters tend to have higher strengths. (Unless you want barbarians dual-wielding greatswords, which is fine with me :D)
Critical hits have been removed in my system, because getting a good to-hit throw allready means you do loads of damage (see combat-system). To keep the weapons with good critical ranges and modifiers up to par with other weapons they instead gain a bonus to hit as shown in the table below: