So on Beyond whenever you have armor or a cloak or something, it's labeled Outerwear. I can't find anything in the books that references this, but I think having different types of wear is a great idea.
- Overwear (coats and similar things currently considered just wondrous items) - Outerwear (armor) - Innerwear (clothing, pajamas) - Underwear (this has no functional purpose)
Out of these, the only thing needing new rules is Innerwear. Innerwear has the rule that it only gives benefits if it's not covered. Anything that covers Innerwear is Outerwear. Overwear can only give benefits if it is worn in a way that doesn't cover Innerwear (so you can use a cloak as a blanket, but if you're wearing a trenchcoat then the Innerwear is covered). The logic is that you can't use Innerwear efficiently if it's either not shown or it's interfering with comfort or practicality, which typically Outerwear does.
Most Innerwear comes in the form of clothing, and clothing now has skill benefits. This opens up options for a lot more clothing, but it also means current clothing options may need to be changed. For instance, costume - what kind of costume determines which skill effect, so costume cannot be an item unto itself.
As for Pajamas, there are 4 kinds that give the following benefits:
+1 DH, +0 AC | Pajamas (Cloth) +2 DH, +0 AC | Pajamas (Silk) +1 DH, +1 AC | Pajamas (Fur) +0 DH, +2 AC | Pajamas (Chain)
DH = Dice Hit. For a Short Rest this means rolling an extra die (or dice), and for Long Rest this means regaining an extra die (or dice).
Additionally, the rule for sleeping in armor is changed. You now get a DH penalty depending on which armor type you're wearing, and this goes for any outerwear (but not overwear):
-1 DH | Light -2 DH | Medium -3 DH | Heavy
And of course wearing no outerwear and no pajamas just means a normal night's sleep, no DH change.
The rules don't specifically mention outerwear, etc. But I think it is a reference to this rule. Particularly the part about items of the same kind:
Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.
I know the rules don't say anything about Outerwear; none of the books do, only Beyond has it. As I said, I feel like it's an interesting concept and should be expanded, which is what this thread is about.
I feel like this kind of over complicates things. I actually like that clothing is mostly arbitrated in the game. So your character can visually look however you want. It can be hard enough to manage armor and other equipment, but to also need to prioritize clothing... especially with the proposed concept of giving a straight +1 to hit if they're just wearing the right shirt.
This all seems to be a needlessly complex layer on the AC system that seems to add a very game-ified 'dress up game' element. Usually clothing is more of an RP thing, there's no reason why wearing a smiths apron should give you a bonus to blacksmithing or anything. That's what tools are for.
As for the pyjama thing, pyjamas aren't really something an adventurer would bother with, they're very much the night attire of those leading a sedentary lifestyle. Also, 'chain pyjamas'? That seems a little out there, even for D&D.
Chainmail pajamas actually have a historical basis. Well, not actual pajamas - just chainmail. People wouldn't usually sleep in their armor, but if they were to get attacked by an assassin or an animal that layer of chainmail would protect them. It's not comfortable at all though - which is why it doesn't give a bonus to DH, only AC.
This obviously wouldn't be a requirement, it's up to the DM. But as it currently stands clothing has no practicality whatsoever. Even for roleplaying the clothes are way too vague.
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So on Beyond whenever you have armor or a cloak or something, it's labeled Outerwear. I can't find anything in the books that references this, but I think having different types of wear is a great idea.
- Overwear (coats and similar things currently considered just wondrous items)
- Outerwear (armor)
- Innerwear (clothing, pajamas)
-
Underwear(this has no functional purpose)Out of these, the only thing needing new rules is Innerwear. Innerwear has the rule that it only gives benefits if it's not covered. Anything that covers Innerwear is Outerwear. Overwear can only give benefits if it is worn in a way that doesn't cover Innerwear (so you can use a cloak as a blanket, but if you're wearing a trenchcoat then the Innerwear is covered). The logic is that you can't use Innerwear efficiently if it's either not shown or it's interfering with comfort or practicality, which typically Outerwear does.
Most Innerwear comes in the form of clothing, and clothing now has skill benefits. This opens up options for a lot more clothing, but it also means current clothing options may need to be changed. For instance, costume - what kind of costume determines which skill effect, so costume cannot be an item unto itself.
As for Pajamas, there are 4 kinds that give the following benefits:
+1 DH, +0 AC | Pajamas (Cloth)
+2 DH, +0 AC | Pajamas (Silk)
+1 DH, +1 AC | Pajamas (Fur)
+0 DH, +2 AC | Pajamas (Chain)
DH = Dice Hit. For a Short Rest this means rolling an extra die (or dice), and for Long Rest this means regaining an extra die (or dice).
Additionally, the rule for sleeping in armor is changed. You now get a DH penalty depending on which armor type you're wearing, and this goes for any outerwear (but not overwear):
-1 DH | Light
-2 DH | Medium
-3 DH | Heavy
And of course wearing no outerwear and no pajamas just means a normal night's sleep, no DH change.
Would you ever make use of this?
The rules don't specifically mention outerwear, etc. But I think it is a reference to this rule. Particularly the part about items of the same kind:
I know the rules don't say anything about Outerwear; none of the books do, only Beyond has it. As I said, I feel like it's an interesting concept and should be expanded, which is what this thread is about.
I feel like this kind of over complicates things. I actually like that clothing is mostly arbitrated in the game. So your character can visually look however you want. It can be hard enough to manage armor and other equipment, but to also need to prioritize clothing... especially with the proposed concept of giving a straight +1 to hit if they're just wearing the right shirt.
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This all seems to be a needlessly complex layer on the AC system that seems to add a very game-ified 'dress up game' element. Usually clothing is more of an RP thing, there's no reason why wearing a smiths apron should give you a bonus to blacksmithing or anything. That's what tools are for.
As for the pyjama thing, pyjamas aren't really something an adventurer would bother with, they're very much the night attire of those leading a sedentary lifestyle. Also, 'chain pyjamas'? That seems a little out there, even for D&D.
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Chainmail pajamas actually have a historical basis. Well, not actual pajamas - just chainmail. People wouldn't usually sleep in their armor, but if they were to get attacked by an assassin or an animal that layer of chainmail would protect them. It's not comfortable at all though - which is why it doesn't give a bonus to DH, only AC.
This obviously wouldn't be a requirement, it's up to the DM. But as it currently stands clothing has no practicality whatsoever. Even for roleplaying the clothes are way too vague.