Partial Armor

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Antiquities
Joined: 2013-07-05 19:55
Partial Armor

Especially for primitive or post-apocalyptic settings, adventurers may not find complete suits of armor (or may have portions of their armor destroyed). Here's a system (derived from Dark Sun and expanded) for handling partial armor:

Leather armor: A full suit consists of a torso piece and two arm protectors. Having just the torso piece or just both protectors provides AC 1.

Ring/Scale: A full suit of any armor of this level or higher consists of a torso piece, two arm protectors, and two leg protectors. A torso piece provides +1 AC, both arm protectors combined provides +1 AC, and having both leg protectors provides +1 AC.

Chain: A chain torso provides +2 AC, while arm protectors provide +1 AC for both and leg protectors provide +1 AC for both.

Banded Plate/Lamellar: A torso provides +2 AC, each arm provides +1 AC, and leg protectors provide +1 AC for both.

Plate: A torso provides +3 AC, each arm provides +1 AC, and legs provide +1 AC for both

A torso weighs 1/2 the normal weight of a suit of armor, and each arm or leg piece weighs 1/8. The exception is leather, where the two arm pieces each weigh 1/4. For Ring, Scale, and Chain, a single arm and single leg worn at the same time provides +1 AC, the same as wearing two arms or two legs.

Magical piecemeal armor: Each area of the suit (torso, arms, legs) can have a +1 bonus, which is cumulative across different areas, so a full suit of Plate +3 would consist of a Plate Torso +1, Plate Arms +1, and Plate Legs +1. If just the torso piece was worn, it would grant AC 4 (Plate Torso 3, +1 magic). For chain or ring, a single +1 arm can be worn to grant AC 1 (1/2 armor, 1/2 magic), and any magical legs can be worn similarly. Note that Leather armor can only be +2 under this system, since it has no legs.

Jard
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Joined: 2012-07-11 23:23

have you considered having the sum weight of the individual pieces be slightly more than the normal weight of the armor? this would provide a slight incentive to eventually finding and wearing a singular set of armor, and might provide a small sense of accomplishment for doing so.

I think I also like these rules as a way to let somebody be attacked by a rust monster and, for example, only lose an arm guard and not feel as bad about it.  Probably something similar for armor sundering.

koewn
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What about mixing types?

If the weight of the armor parts is derived from the stone weight of the complete set, rather than 1 st per 1 AC, things like Banded Arms (2 AC, 1.25 st) and Ring Legs (1 AC, .75 st)  worn with Plate Torsos (AC 3, 3 st)  can get you AC 6 at 5 stone.

If the cost is derived by the same multipliers, Ring Legs are cheaper than Plate Legs by some margin for the same AC.

Don't recall how that was handled, if at all, in Dark Sun?

Antiquities
Joined: 2013-07-05 19:55

Armor weight wasn't as rationalized in AD&D2e. I converted straight from AC type, rather than armor type, so AD&D equivalent encumbrances are:

AC 2 (leather or padded): 10 or 15 pounds
AC 3 (studded or ring): 25 or 30 pounds
AC 4 (hide, brigandine, or scale): 30, 35, or 40 pounds
AC 5 (chain): 40 pounds
AC 6 (banded, splint, or bronze plate): 35, 40, or 45 pounds

Other than the jump from AC 2 to AC 3, there's very little weight gain through the rest of the band (only 20 pounds separate studded leather from bronze plate, which are the farthest apart).

That said, I think I like the idea of keeping the 1 stone per 1 AC, since that's more internally consistent with ACKS rules and it reduces bookkeeping - if you're wearing 4 AC worth of armor, it's 4 stone of encumbrance (barring magic).

 


 

Jard - I thought about introducing a penalty, but it either becomes too punitive (an extra stone), not worth tracking (one item), or a PITA to track (1 item per stone's weight of the full armor set). And yes, rust monsters and sundering (especially sundering) were things I was thinking of. Also, preventing heat exhaustion in very hot settings (whether post-apocalyptic Dark Sun style, or

koewn
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Keeping it at 1 AC per 1 st also lets you keep it at 10GP per 1 AC, so, that'd also fix pricing.

Though it doesn't necessarily explain why Ring Legs and Plate Legs cost the same. Maybe the legs are all the same up from Ring to Plate for various technical reasons? Guns of War introduces Full Plate, maybe that'll give room to increase Leg AC.

Antiquities
Joined: 2013-07-05 19:55

Ring might cover the whole leg (a chain example is at http://photos1.blogger.com/blogger/2087/426/1600/armor%20chain%20mail%20...), while plate might leave the thighs exposed (like this hoplite armor: http://www.ancient.eu/uploads/images/152.jpg?v=1431030817). Full Plate, with tassets and greaves and all that fun stuff, would probably have a higher leg AC.

For Full Plate Armor, I'd go with AC 4 for the torso and AC 1 for each other piece, with no weight savings unless wearing a full suit that's been hand fit.

Alex
The Autarch
Joined: 2011-06-30 18:10

This is a tricky problem. Here is how I tried to tackle it.

Armor

Armor Type

Cost

Armor Class

Encumbrance

Fur

10

8 (1 point)

100

Leather

20

7 (2 points)

200

Scale / Ring

30

6 (3 points)

300

Chain

40

5 (4 points)

400

Banded / Lamellar

50

4 (5 points)

450

Plate Mail

60

3 (6 points)

500

Suit Armor

250

0 (9 points)

750

 

Armor – Standard Assortments*

Protected Area

Cost/Enc

Plate

Banded

Chain

Scale/Ring

Leather

Fur/Hide

Head

1/8

7.5

6.25

5

3.75

2.5

1.25

Torso

1/8

7.5

7

5

3.75

2.75

1.25

Shoulder (one)

1/20

3 x2

2.5 x2

2 x2

1.5 x2

1 x2

.5 x2

Arm (one upper)

1/20

3 x2

2.5 x2

2 x2

1.5 x2

1x2

.5 x2

Elbow (both)

1/20

3

2.5

2

1.5

1

.5

Arm (one lower)

1/20

3 x2

2.5 x2

2 x2

1.5 x2

1x2

.5 x2

Hands (both)

1/20

3

2.5

2

1.5

1

.5

Waist & Back End

1/20

3

2.5

2

1.5

1

.5

Legs (one upper)

1/20

3 x2

2.5 x2

2 x2

1.5 x2

1 x2

.5 x2

Knees (both)

1/20

3

2.5

2

1.5

1

.5

Leg (one lower)

1/20

3 x2

2.5 x2

2 x2

1.5 x2

12

.5 x2

Feet (both)

1/20

3

2.5

2

1.5

1

.5

TOTAL PROTECTION

 

60

50

40

30

20

10

All standard assortments of armor assume that the limbs are protected with lighter, weaker armor than the head and torso. Note that Suit Armor is not a standard armor, but is actually a uniform assortment of heavy plate.

 

 Armor – Uniform Assortments

Protected Area

Heavy
Plate

 

Plate

 

Banded

 

Chain

 

Scale

Hard

Leather

Soft Leather


Fur/Hide

Padded

Cloth

Head / Torso

 

 

 

 

 

 

 

 

 

Protection

11.25

7.5

6.25

5

3.75

2.5

2

1.25

.75

Cost

20gp

7.5gp

6.25gp

5gp

3.75gp

2.5gp

2gp

1.25gp

.75gp

Encumbrance

75cn

62.5cn

56.2cn

50cn

37.5cn

25cn

20cn

12.5cn

7.5cn

Segments x15

 

 

 

 

 

 

 

 

 

Protection

4.5

4

3.5

3

2.5

1.5

1.33

1

.5

Cost

14gp

10gp

5gp

3gp

2.5gp

1.5gp

1.33gp

1gp

.5gp

Encumbrance

40cn

35cn

30cn

25cn

22.5cn

15cn

13.3cn

10cn

5cn

Total Cost

250gp

165gp

88gp

55gp

45gp

27.5gp

24gp

17.5gp

9gp

Total Encumb.

750cn

650cn

562.4

475cn

412cn

3275cn

240cn

175cn

90cn

Total Protection

AC0

AC 2

AC 3

AC5

AC5

AC7

AC7

AC8

AC9

This chart shows the result of wearing uniform suits of various armor components. Hybrid suits that use lighter materials on the arms and legs offer superior protection for their cost and weight, which is why they have become standard. Suit armor disregards cost and weight concerns to maximize armor class.

(You can tell how old this draft was because I was still using B/X descending AC when I wrote it!!)

 

Alex
The Autarch
Joined: 2011-06-30 18:10

To understand these charts, you have to compare the "standard" and "uniform" assortments.

Plate armor is plate cuirass mixed with chain segments.

Lamellar is lamellar cuirass mixed with scale segments.

Chain armor is chain cuirass mixed with leather segments.

Leather armor is leather cuirass with hide segments

The intent is that you could thus build any type of armor you'd like by mixing and matching accordingly.

It still needs work.