House Rule: Heavy Armors in swashbuckling settings [Archive] - Wizards Community

Post/Author/DateTimePost
Archon of Light

05-03-07, 06:46 PM
In preparation for running the Savage Tide Adventure Path (STAP) series, I am making a few modifications to some of the standard rules. This is one of the ideas I came up with and thought I'd share with all of you. It's easy to adapt to any setting that makes heavy armors seem kinda obsolete. So feel free to use it. Critiques are welcomed. Enjoy!

Modifying Heavy Armor Proficiencies
Unlike many other ‘typical’ campaigns, heavy armor is not as common in this particular setting. The hot and humid climate makes it very uncomfortable to wear for more than an hour, and can potentially be dangerous to the wearer if worn for long periods of time. Heat, dehydration, and exhaustion can cause more problems to a character in the long run than the immediate protection that it provides.
For a seafaring traveler, however, the danger is even greater when close to open waters. Even a strong swimmer can be greatly impeded by wearing any weighty gear that restricts his movements. A person who is unable to swim should avoid even shallow waters because it only takes a few feet to find yourself on your back and unable to reach the surface for air. In essence, wearing heavy armor is like wearing an anchor that will most likely just pull you down to the bottom.
For these reasons, it seems impractical to expect that characters from regions like this are frequently trained in the use of these types of armors. That is not to suggest that heavy armors do not exist here or are never used by anyone. It is simply less practiced and not as common as other places. Anyone may still take the feat normally as one of their normal selections if they meet the prerequisites.
If you are playing a fighter, cleric, paladin, or any other base character class that grants Armor Proficiency (Heavy) at first level, then you have an option. You may retain your armor proficiency and deal with the hazards of wearing heavy armor in the given environment, or you can replace it with one of the following abilities listed below.
These options are only available at first level if you belong to one of these classes, and only one of these abilities can ever be taken by a character. Thus, you cannot select one when you create a paladin, then select a different one when you decide to take a level of cleric or fighter. They are not feats that can be taken at any time.
These unique abilities reflect a considerable amount of time spent in a region that lends itself to a certain lifestyle or technique. They are intended to reflect the conditions of the given environment and encourage characters, which would normally rely on heavier armors, to keep in theme with the setting without being punished for it. Each option allows the player to utilize the strength of his particular character, and compensates for the loss of a potentially better defensive rating in a way that is neither superior nor exploitable.

Weathered Skin
Your skin has grown thick and rough from many years of exposure to the sun, wind, and water. As a result, you are able to absorb more pain and solid blows against your bare skin; the more that is exposed, the better you are able to do this.
Benefit: You gain a natural armor bonus to your Armor Class equal to your Constitution score bonus if you are wearing light or no armor. If you are wearing medium armor, then you only add one-half your bonus (rounded down). You cannot use this ability while wearing heavy armor.
The bonus applies to Armor Class even if the character is caught flat-footed, when he becomes immobilized, or is helpless, but not against touch attacks.
Special: This ability will not stack with any other abilities that grant an Armor Class bonus from Constitution-based skills or abilities.

Disciplined Defense
You are trained in the art of fighting defensively using your maneuverability and reflexes in a skilled manner. Through practice and training, you are able to control your movements more efficiently and effectively, making you harder to hit in a fight. This ability becomes impeded or restricted when wearing medium or heavy armor.
Benefit: You gain a competence bonus to your Armor Class equal to your Intelligence score bonus if you are wearing light or no armor. If you are wearing medium armor, then you only add one-half your bonus (rounded down). You cannot use this ability while wearing heavy armor.
The bonus applies to Armor Class even against touch attacks, but not if the character is caught flat-footed, when he becomes immobilized, or is helpless.
Special: This ability will not stack with any other abilities that grant an Armor Class bonus from Intelligence based skills or abilities, such as Combat Expertise.

Intuitive Defense
You are trained in certain fighting techniques that allow you to read your opponent and anticipate his moves before he even makes them. Through practice, training, and meditation, you are able to avoid or counter blows more effectively, making you harder to hit. This ability becomes impeded or restricted when wearing medium or heavy armor.
The bonus applies to Armor Class even against touch attacks, but not if the character is caught flat-footed, when he becomes immobilized, or is helpless.
Benefit: You gain an insight bonus to your Armor Class equal to your Wisdom score bonus if you are wearing light or no armor. If you are wearing medium armor, then you only add one-half your bonus (rounded down). You cannot use this ability while wearing heavy armor.
Special: This ability will not stack with any other abilities that grant an Armor Class bonus from Wisdom-based skills or abilities, such as a monk’s AC bonus class ability.
Holy_Beholder

05-03-07, 06:54 PM
It would work, but you could just have a better dexterity. A 26+ dex character has identical armor bonuses in Full plate and padded.
Nathreet

05-03-07, 08:44 PM
Seawater rusts steel fast. Even salty air does. Weapons would presumably stay sheathed and well oiled. Heavy armor could be maintained, but it would be difficult. And there are the problems you mentioned, of course.

The way I see it, any smart player won't be a palladin on the high seas. Let them pick classes that match. Though I could see some spells letting them use heavy armor on land.

I'd agree with taking away heavy armor proficiency for combat-types in such a setting. But I'd let them become proficient with a feat. And maybe give combat-types something extra from their combat training to replace heavy armor. Not some convoluted AC bonus to compensate, but something warrior related. A free exotic weapon proficiency comes to mind as a possibility. An entire feat may seem like too much, but an exotic weapon feat isn't much compared to most feats. I'd let them take it even when multi-classing into fighter, etc., but not more than once.

Another method would be to make certain classes simply unavailable: maybe nobody can train to be an X in this area.
Sunchilde

05-04-07, 12:55 AM
Both of these feats are too strong. Especially when comparing against heavy armour proficiency. Exploitable to the max - 1st level cleric takes it with his 18 wisdom. Gets +4 bonus on a Chain Shirt - that is already fullplate with better Dex mods and armour penalties. Later in the game when he gets a nice periapt of wisdom and has added two points to it from attributes (so about level 8) and has a wisdom of 22 and a dex of say . . . 16 (he planned ahead) he will have an AC 8 higher than that of a cleric of the same level who bought the same stuff but was wearing fullplate. Realistically - even if your cleric DIDN'T plan ahead and have the DEX that takes advantage of not wearing full plate - that is still six higher than an equal cleric of normal stature.

Sorry to just critique at this stage - I will think about solutions for what I have said (if you deem them necessary) ASAP.

NOTE - Medium armour offers a 1 armour AC bonus higher than that of light, and offers more penalties and less Dex allowance - so I don't understand why you penalized it . . . at all?
Archon of Light

05-04-07, 03:28 AM
The way I see it, any smart player won't be a palladin on the high seas. Let them pick classes that match. Though I could see some spells letting them use heavy armor on land.

Or you can give them incentives to play classes that don't necessarily match. Or better yet, alter the classes a bit to make them match. This game should be about options; not about restrictions or leaving 'dumb' choices in for players to avoid.

I'd agree with taking away heavy armor proficiency for combat-types in such a setting. But I'd let them become proficient with a feat. And maybe give combat-types something extra from their combat training to replace heavy armor. Not some convoluted AC bonus to compensate, but something warrior related. A free exotic weapon proficiency comes to mind as a possibility. An entire feat may seem like too much, but an exotic weapon feat isn't much compared to most feats. I'd let them take it even when multi-classing into fighter, etc., but not more than once.

The idea IS to compensate for the lack of better armor as a viable option. It's a trade off that is only available to certain classes to provide the high armor that is inherent to those classes. They're designed so that they cannot go back and stack them up if they decide to take the armor feat afterall. These are not FEATS.

Another method would be to make certain classes simply unavailable: maybe nobody can train to be an X in this area.

Again, taking away options is less desirable than provide more.
Archon of Light

05-04-07, 03:56 AM
Both of these feats are too strong. Especially when comparing against heavy armour proficiency. Exploitable to the max - 1st level cleric takes it with his 18 wisdom. Gets +4 bonus on a Chain Shirt - that is already fullplate with better Dex mods and armour penalties. Later in the game when he gets a nice periapt of wisdom and has added two points to it from attributes (so about level 8) and has a wisdom of 22 and a dex of say . . . 16 (he planned ahead) he will have an AC 8 higher than that of a cleric of the same level who bought the same stuff but was wearing fullplate. Realistically - even if your cleric DIDN'T plan ahead and have the DEX that takes advantage of not wearing full plate - that is still six higher than an equal cleric of normal stature.

First of all, they are not FEATS. Just want to clear that up so nobody thinks that anybody can get them.

When I designed these traits, I mostly kept my campaign standards in mind. I use a point buy system, so I'm really not concerned about somebody with an 18 ability score at first level, much less seeing any character with more than two 16s. I guess I didn't take into account other campaigns and how they might be overpowered by players who must have 16s and 18s to feel like they have a 'playable' character. But just like any optional rule, whether published or just thrown out there, it's up to the individual DM to decide what is suitable for his or her campaign.

Sorry to just critique at this stage - I will think about solutions for what I have said (if you deem them necessary) ASAP.

That's fine. I am hoping for someone to point out something that I hadn't thought of, or spot a chink in the armor before I throw this into play. You were able to spot the obvious exploit for most campaigns, but it won't be that big a factor for those who use even a 32-point buy method.

NOTE - Medium armour offers a 1 armour AC bonus higher than that of light, and offers more penalties and less Dex allowance - so I don't understand why you penalized it . . . at all?

Because it fits the description. I can't help it if WotC designed it so one particular light armor was nearly as good or better than most of the medium armors. Perhaps the best solution is to adjust some of the most offending armors, like chain shirts. Since you pointed it out, I would be content just to remove it from the game altogether. That'll even things out a bit.

Look at it this way. If everyone were allowed to use heavy armor, they'd most likely do it if it didn't interfere with their abilities. Those who have good Dex scores will almost always take the light armors since most of the medium armors will keep them around the same AC with more penalties. The only characters who prefer medium armors are the ones who don't have a lot of Dex to use and can't use heavy armors.

So what would make medium armors more appealing without just giving them the same bonuses as light armors? Maybe adding DR 1/- for medium and 2/- for heavy? Nothing is set in stone just yet for me.
Archon of Light

05-04-07, 04:55 PM
It just occurred to me today...

For any of these abilities, the applied bonuses combined with the normal Dexterity bonus for Armor Class cannot exceed the armor's Max Dex Bonus. Dexterity bonuses are always applied first. Thus, a character with ability scores of Dexterity 16 (+3) and Wisdom 14 (+2) using the Intuitive Defense ability could only gain a total of +4 bonus when wearing Chain Shirt (3 for Dex, and only 1 for Wisdom).

The great thing about adding more restrictions is that you can now introduce feats to get around them. For example, we can add a feat that allows you to apply your Wisdom bonus first instead of your Dexterity bonus. I'm not sure what the great benefit of this would be, but you are basically giving priority to your Insight bonus rather than your normal Dex bonus, which I believe is a Dodge bonus. Of course, you would at least need to have the Intuitive Defense class ability as a prerequisite.

The feat idea is an option, but I think adding the standard Max Dex restriction helps puts things back in line. Does that look better now? Any thoughts?