Armor is typically an overlooked feature of the game because AC is affected by so many other facets of the game and armor is already seen as balanced. This is true to an extent, but I cannot help but notice there are some armors that still never get used, because, why would you? Padded armor is terrible AND gives disadvantage on stealth. Scale Mail is the same as a Breastplate but gives disadvantage on stealth. Now I understand that GP cost is the main difference in why you would choose the poor option, particularly with the latter, but after a few good paying quests, the players never touch armor ever again for the rest of the campaign. I find that a little stale. Thus the Improved Armor table, including cooler shields, because shields suffer from that same thing. The purpose is to make the underdeveloped/unused armors more useful in higher level games, and add more interest to tactically choosing your equipment. This is unplaytested, I plan to implement it into my next game as a trial.
The Armors and Shields seen below gain the following benefits:
Armor Name
AC
Strength
Stealth
Benefit
Light
Padded
11 + Dex modifier
--
Disadvantage
Resistance Bludgeoning
Leather
11 + Dex modifier
--
--
--
Studded Leather
12 + Dex modifier
--
--
--
Medium
Hide
12 + Dex modifier(max 2)
--
--
Resistance Bludgeoning
Chain Shirt
13 + Dex modifier(max 2)
--
--
Resistance Slashing
Scale Male
14 + Dex modifier(max 2)
--
Disadvantage
Resistance Piercing
Spiked Armor
14 + Dex modifier(max 2)
--
Disadvantage
Resistance Unarmed/Natural Attack
Breastplate
14 + Dex modifier(max 2)
--
--
--
Halfplate
15 + Dex modifier(max 2)
--
Disadvantage
--
Heavy
Ring Mail
14
--
Disadvantage
Resistance Piercing
Chain Mail
16
Str 13
Disadvantage
Resistance Slashing
Splint
17
Str 15
Disadvantage
--
Plate
18
Str 15
Disadvantage
--
Special
Shield (Buckler)
+2
--
--
--
Shield (Pavise)
+2
Str 13
Disadvantage
Half cover against ranged and reach attacks
Shield (Targe)
+1
Dex 13
--
You can wield one light or two-handed melee weapon in the same hand as the shield.
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Armor is typically an overlooked feature of the game because AC is affected by so many other facets of the game and armor is already seen as balanced. This is true to an extent, but I cannot help but notice there are some armors that still never get used, because, why would you? Padded armor is terrible AND gives disadvantage on stealth. Scale Mail is the same as a Breastplate but gives disadvantage on stealth. Now I understand that GP cost is the main difference in why you would choose the poor option, particularly with the latter, but after a few good paying quests, the players never touch armor ever again for the rest of the campaign. I find that a little stale. Thus the Improved Armor table, including cooler shields, because shields suffer from that same thing. The purpose is to make the underdeveloped/unused armors more useful in higher level games, and add more interest to tactically choosing your equipment. This is unplaytested, I plan to implement it into my next game as a trial.
The Armors and Shields seen below gain the following benefits:
Armor Name
AC
Strength
Stealth
Benefit
Light
Padded
11 + Dex modifier
--
Disadvantage
Resistance Bludgeoning
Leather
11 + Dex modifier
--
--
--
Studded Leather
12 + Dex modifier
--
--
--
Medium
Hide
12 + Dex modifier(max 2)
--
--
Resistance Bludgeoning
Chain Shirt
13 + Dex modifier(max 2)
--
--
Resistance Slashing
Scale Male
14 + Dex modifier(max 2)
--
Disadvantage
Resistance Piercing
Spiked Armor
14 + Dex modifier(max 2)
--
Disadvantage
Resistance Unarmed/Natural Attack
Breastplate
14 + Dex modifier(max 2)
--
--
--
Halfplate
15 + Dex modifier(max 2)
--
Disadvantage
--
Heavy
Ring Mail
14
--
Disadvantage
Resistance Piercing
Chain Mail
16
Str 13
Disadvantage
Resistance Slashing
Splint
17
Str 15
Disadvantage
--
Plate
18
Str 15
Disadvantage
--
Special
Shield (Buckler)
+2
--
--
--
Shield (Pavise)
+2
Str 13
Disadvantage
Half cover against ranged and reach attacks
Shield (Targe)
+1
Dex 13
--
You can wield one light or two-handed melee weapon in the same hand as the shield.