Concept: I really like 5E, particularly the Proficiency System. Yet one thing bugged me, AC. Proficiency in Armor was static. Other bugs included the relative weakness of STR and the fact that Monk’s Unarmored Defence maxes out at 20, but Barbarians max out at 22 (24 with a shield). The following system addresses all of that.
Armor, like Weapons, is distinguished by individual properties. All ½ modifiers are rounded down.
Bulky: Reduces base movement by 10 feet. Disadvantage on swimming, jumping, and climbing checks.
Clumsy: Adds Dexterity Modifier to AC if negative. Positive Modifier (if any) is halved.
Camouflaged: Advantage on Stealth checks in appropriate enviroment.
Crude: -1 to AC.
Noisy: Disadvantage on Stealth.
Concealable: Can be worn under normal clothing.
Finesse: Adds DEX Mod if positive to AC.
Elegant: +2 bonus to appropriate CHA checks.
Versatile: Adds either DEX or STR Mod to AC if positive. Negative mods stack.
Heavy, Full: Adds STR Mod to AC.
Heavy, Partial: Adds ½ STR Mod to AC.
Excellent: +1 quality bonus to AC but not Saves. Not magic. Stacks with magic bonuses.
Superior: Uses full proficiency bonus instead of half.
Chain: Resistant to Slashing attacks.
Plate: Resistant to Slashing and Piercing attacks.
Padded: Resistant to Bludgeoning attacks.
Unarmored Armor Calculation
Non-proficient: 10+DEX mod.
Proficient: 9+½ proficiency bonus + DEX mod.
Special Monk: 8+ proficiency bonus + DEX mod + WIS bonus.
Barbarians use either RAW method or 8 + proficiency + CON, which ever is better.
Light Armor
Non-proficient: 11+ ½ DEX mod.
Proficient: 10+½ proficiency bonus + DEX mod.
Medium Armor
Non-proficient: 13.
Proficient: 12+½ proficiency bonus + ½ DEX mod.
Heavy Armor
Non-proficient: 14 (15 for Full).
Proficient: 13 + ½ proficiency bonus + ½ STR mod(Partial) or STR mod(Full).
Mage Armor: 13 + DEX or INT mod. For every three additional spell slot levels used, +1 AC.
Armor of Shadows: 13 + CHA mod.
Barkskin: Minimum AC of 16. For every two additional spell slot levels used, minimum increases by +1.
Stoneskin: Minimum AC of casters Spell Save DC. Resistance to mundane weapon attacks.
I tried to keep things balanced, the monk gets a little boost. Full Plate gets a little better for high STR characters, but is a little weaker for lower levels. Both Mage Armor and Barkskin get better with upcasting, but I don't think it breaks bonded accuracy. I can include which properties I gave each specific armor, but this should give everyone the general feel. What do you all think?
I debated on adding a separate non-proficiency calculation for Mage Armor. It always bothered me that about half the time, Mage Armor at first level is better than Barkskin at second. Upcasting either makes sense logically, but might be broken. Maybe add extra targets instead of AC increases? Since Stoneskin can't stack with Barkskin, both are concentration, I thought giving it a lower min AC made sense. I still like the idea of a Mystic Defense Proficiency for recipients of such spells, but all my ideas are overpowered,
I'm not really keen on making the rules more complicated, but I do appreciate the use of resistance to various types of physical damage. A resistance to one or two of bludgeoning, piercing, and slashing damage is almost unheard of in 5e. Forget about vulnerabilities (possibly the most underused mechanic).
I'm not really keen on making the rules more complicated, but I do appreciate the use of resistance to various types of physical damage. A resistance to one or two of bludgeoning, piercing, and slashing damage is almost unheard of in 5e. Forget about vulnerabilities (possibly the most underused mechanic).
I agree. Why make them separate damage types if resistance/vulnerability is always to all three? My most common homebrew to monsters is granting either a resistance or vulnerability to one type of weapon damage. Pissed off the ranger when she learned that skeletons were resistant to piercing.
As a side note, it isn't more complicated than spell save dc calculations.
I agree. Why make them separate damage types if resistance/vulnerability is always to all three? My most common homebrew to monsters is granting either a resistance or vulnerability to one type of weapon damage. Pissed off the ranger when she learned that skeletons were resistant to piercing.
As a side note, it isn't more complicated than spell save dc calculations.
Yeah, those are the easiest. Skeletons vulnerable to bludgeoning damage, dragons vulnerable to opposing element, fey and fiends vulnerable to cold iron weaponry. I have no idea why they didn't do more of this.
I agree. Why make them separate damage types if resistance/vulnerability is always to all three? My most common homebrew to monsters is granting either a resistance or vulnerability to one type of weapon damage. Pissed off the ranger when she learned that skeletons were resistant to piercing.
As a side note, it isn't more complicated than spell save dc calculations.
Yeah, those are the easiest. Skeletons vulnerable to bludgeoning damage, dragons vulnerable to opposing element, fey and fiends vulnerable to cold iron weaponry. I have no idea why they didn't do more of this.
The other aspect to this system is that STR and INT are better balanced with DEX. Two abilities that don't get enough love.
Alternate Armor Calculations
Concept: I really like 5E, particularly the Proficiency System. Yet one thing bugged me, AC. Proficiency in Armor was static. Other bugs included the relative weakness of STR and the fact that Monk’s Unarmored Defence maxes out at 20, but Barbarians max out at 22 (24 with a shield). The following system addresses all of that.
Armor, like Weapons, is distinguished by individual properties. All ½ modifiers are rounded down.
Bulky: Reduces base movement by 10 feet. Disadvantage on swimming, jumping, and climbing checks.
Clumsy: Adds Dexterity Modifier to AC if negative. Positive Modifier (if any) is halved.
Camouflaged: Advantage on Stealth checks in appropriate enviroment.
Crude: -1 to AC.
Noisy: Disadvantage on Stealth.
Concealable: Can be worn under normal clothing.
Finesse: Adds DEX Mod if positive to AC.
Elegant: +2 bonus to appropriate CHA checks.
Versatile: Adds either DEX or STR Mod to AC if positive. Negative mods stack.
Heavy, Full: Adds STR Mod to AC.
Heavy, Partial: Adds ½ STR Mod to AC.
Excellent: +1 quality bonus to AC but not Saves. Not magic. Stacks with magic bonuses.
Superior: Uses full proficiency bonus instead of half.
Chain: Resistant to Slashing attacks.
Plate: Resistant to Slashing and Piercing attacks.
Padded: Resistant to Bludgeoning attacks.
Unarmored Armor Calculation
Non-proficient: 10+DEX mod.
Proficient: 9+½ proficiency bonus + DEX mod.
Special Monk: 8+ proficiency bonus + DEX mod + WIS bonus.
Barbarians use either RAW method or 8 + proficiency + CON, which ever is better.
Light Armor
Non-proficient: 11+ ½ DEX mod.
Proficient: 10+½ proficiency bonus + DEX mod.
Medium Armor
Non-proficient: 13.
Proficient: 12+½ proficiency bonus + ½ DEX mod.
Heavy Armor
Non-proficient: 14 (15 for Full).
Proficient: 13 + ½ proficiency bonus + ½ STR mod(Partial) or STR mod(Full).
Mage Armor: 13 + DEX or INT mod. For every three additional spell slot levels used, +1 AC.
Armor of Shadows: 13 + CHA mod.
Barkskin: Minimum AC of 16. For every two additional spell slot levels used, minimum increases by +1.
Stoneskin: Minimum AC of casters Spell Save DC. Resistance to mundane weapon attacks.
I tried to keep things balanced, the monk gets a little boost. Full Plate gets a little better for high STR characters, but is a little weaker for lower levels. Both Mage Armor and Barkskin get better with upcasting, but I don't think it breaks bonded accuracy. I can include which properties I gave each specific armor, but this should give everyone the general feel. What do you all think?
I debated on adding a separate non-proficiency calculation for Mage Armor. It always bothered me that about half the time, Mage Armor at first level is better than Barkskin at second. Upcasting either makes sense logically, but might be broken. Maybe add extra targets instead of AC increases? Since Stoneskin can't stack with Barkskin, both are concentration, I thought giving it a lower min AC made sense. I still like the idea of a Mystic Defense Proficiency for recipients of such spells, but all my ideas are overpowered,
I'm not really keen on making the rules more complicated, but I do appreciate the use of resistance to various types of physical damage. A resistance to one or two of bludgeoning, piercing, and slashing damage is almost unheard of in 5e. Forget about vulnerabilities (possibly the most underused mechanic).
I agree. Why make them separate damage types if resistance/vulnerability is always to all three? My most common homebrew to monsters is granting either a resistance or vulnerability to one type of weapon damage. Pissed off the ranger when she learned that skeletons were resistant to piercing.
As a side note, it isn't more complicated than spell save dc calculations.
Yeah, those are the easiest. Skeletons vulnerable to bludgeoning damage, dragons vulnerable to opposing element, fey and fiends vulnerable to cold iron weaponry. I have no idea why they didn't do more of this.
The other aspect to this system is that STR and INT are better balanced with DEX. Two abilities that don't get enough love.
I'm thinking of changing Barkskin to a minimum AC equal to 10+ recipient's Proficiency Bonus + CON modifier. Upcasting would increase duration.
If Mage Armor is changed to 13 + INT mod, then should I adapt Armor of Shadows to 13 + CHR mod?