Thursday, April 16, 2020

Make Mithril Great Again


So, with finally getting my hands on Old School Essentials I have been thinking about armor a lot. Not how to calculate armor (each group should decide what is right for them) but the effects of armor. Though, to give the different types of calculations a nod and out of the way (I have a feeling someone is going to ask me why I did not mention it) I will discuss them briefly below:

Attack Matrix (descending): If you want to look up the results of an attack roll on a table then this is for you. Though personally, I feel it slows down combat and is more work on the GM.

Ascending Armor: Armor adds values to a base AC of 10 (sometimes 12) and the new total becomes the opponents to hit target number. This can speed up combat and ease the load on the GM.

A quick note - in the more modern games, AC scores can soar in the mid to high 20s and into the 30s at early levels.

THAC0 (descending): If you want to subtract descending AC from a THAC0 score then more power to you. It is funny, I remember THAC0 being a lot more complicated then it actually is. After revisiting THAC0 I realized that it is pretty simple (and I do not know why I have been so terrified of it) and seems to speed up combat and ease the strain on the GM.


I think for a long time the effects of armor have been stagnant and have remained making a character harder to hit. This style works well and depending on how it is implemented and controls by the rules of whatever game is being played or the GM it comes with its own positives and negatives. I just think armor can and should be a lot more dynamic and interesting. With that being said, I am going to explore some alternatives that I have come across and enjoy. 

Ascending Armor Values*: I cannot have a list without mentioning this as it is the most common. I think for this method to be the most effective it should be simplified (have very few options as far as choices go because a lot of the armor bloat out there is just aesthetics and to fill in some perceived need for in between bonuses) and there should be a ceiling limit of a max armor rating of 20 or the equivalent in Descending. Descending armor values/calculations and THAC0 are already simplified/have maximums and do not need mentioning here.

  • Unarmored being AC 10 (Using Old School Essentials for these values): Leather +2 (12), Chainmail/Scalemail +4 (14), Platemail +6 (16), Shield (+1). Dexterity modifiers add to armor rating. 
  • Unarmored being AC 12 (I have only seen this in Lamentations of the Flame Princess): Leather +2 (14), Chainmail/Scalemail +4 (16), Plate +6 (18), Shield +1 vs. melee and +2 vs. range. Dexterity Modifiers add to armor rating.

Damage Reduction*: This has been an alternate rule that has been around for awhile. Depending on how it was implemented it worked well or fell short for various reasons. I am going to use the most recent iteration of this rule from Dungeons and Dragons 5th Edition as inspiration because it uses a combo of slightly increased AC and damage reduction. This makes it more streamlined so classes do not need ascending dodge bonuses or something along those lines. I would also add that all attacks always do a minimum of 1 point of damage regardless of Damage Reduction. 

  • Leather: AC Bonus +1(11) + Dex, DR 1
  • Chainmail/Scalemail: AC Bonus +2(13) + Dex (Max 2), DR 2
  • Plate: AC Bonus +5(15), DR 4
  • Shields: Provide AC bonus as normal. I really like how the shields function in Lamentations of a Flame Princess.
There are games the already use an armor as damage reduction mechanic but the armor does not increase difficulty to hit as the system in question has different ways to deal with being hit. In games like Into the Odd/Electric Bastionland, the damage reduction functions as 1/2/3 (this would work with other rules light games as well).

*Standard House Rule: I always have a house rule where shields and helmets can be sundered to completely ignore the effects of an successful hit. The player can declare this after the attack roll is made but before damage is calculated.


For the next couple of options armor does not affect difficult to hit. These options have been taken from games that possess their own rules regarding attacks and defense. So, to use these options with other games I am taking a page from Dungeons and Dragons 5e and going to use the proficiency bonus as a dodge bonus.

20 Levels of Progression
Level 1-4: +2
Level 5-8: +3
Level 9-12: +4
Level 13-16: +5
Level 17-10: +6

10 Levels of Progression
Level 1-2: +2
Level 3-4: +3
Level 5-6: +4
Level  7-8: +5
Level 9-10: +6

2nd Wind: I came across this system in Barons of Braunstein and I think it is pure genius. The armor your characters wear is more about aesthetics then anything else as it all functions the same way. Upon a killing blow you don't die as the armor has protected you from what would have been a mortal or dismembering blow and you stay in the fight with additional hit points or wounds. I believe the rules say they revert to 10% of their Luck (this result usually in a 1 Luck). As written, this would allow the character to take one more hit before the possibility of death which I think is a cinematic bummer. So, it games that uses a wound/luck system, I would have them recover with 2/3 wounds and for HP, I would say 12.

Shields in this system add an additional 3 wounds that damage gets subtracted from first. After a shield has been used up, it needs to be repaired.

If you do not want to go the repair route, it is possible to go the rest route. Which means, after armor is used (such as a shield) it cannot be used again with any effectiveness without resting.

Armor Pool of HP/Wounds: I have seen this covered in The Black Hack 1e and a few other places. Each type of armor proves an additional pool of wounds or hit points that damage is subtracted from first. After use, armor needs to be repaired or a rest needs to be taken. The amount of pool the armor provides really depends on the damage out of the system. I would probably start with something along the lines of 3/6/9 and scale from there for hit points. Systems that use wounds can easily be set at a 1/2/3 with shields adding +1.

Armor that Completely Ignores Hits: I have never seen this before except in The Black Hack 2nd Edition. Each level of armor provides an armor die equal to the AV bonus, which usually runes 1-4 while Shields and Helmets add +1AV respectfully. These armor dice represented by d6s. The player can choose to completely ignore a hit and remove one AV from their pool. Once an armor is missing all of its AVs, then the armor does not provide any more protection until it is repaired. During a rest, the player rolls a d6 for each armor die that was used and each roll above the armors AV the armor recovers one armor die. AV's do not stack except for the bonus of s helm and shield. If the player rolls on or below the AV the armor dice or permanently broken and will eventually lead to the armor being useless. I think this system has wiggle room for various adjustments and the armor dice is a cool physical representation at the table that makes it easy to keep track of.

Armor Saves: This takes inspiration from War Games and from the early games of Arneson and the other twin city gamers.This style of armor represents an all or nothing type of situation. So light armor would be 5+ on d6, medium armor 4+ on a d6, and heavy armor 3+ on a d6. On a successful attack, the player rolls an armor save. Shields could offer a re-roll (limited) or addition wounds/hit points.


What about magical armor? Well, I think actually magic armor should do more then just add bonuses.
It should do something interesting because the +1 bonus to whatever can easily be from some really well made armor. This helps reduce the magic item arms race in a lot of games.

As far as Mithril goes;

Mithril is a rare substance with possible magical properties that can be found in forgotten places of the Earth. It is very difficult to work with and can only be forged into small basic shapes. Mithril chainmail or scalemail weighs a little more then a tunic spun from cotton or wool. It is thin enough to be worn underneath clothes. It also provides a second effect and the next round they recover x HP/Wounds/etc. If this type of armor system is already being used, then it would add additional HP/Wounds/etc.  

2 comments:

  1. Recently contemplating this DR system;

    Meant for ascending AC and all weapons/attacks do d6 or d6+1. Heavy armor is AC3, Medium is AC5, Light is AC7. The armor's AC is the max damage you can take per die of damage (Usually only 1 die but,for instance, Ogres 2d6 attack). So, if you're in plate your taking at most 3 hits per hit. Medium only offers a slight benefit, max 3 hits. And bupkiss for light armor.

    I like it as simple and nothing new to track/remember. Otoh, any DR system is a big change.

    ReplyDelete
    Replies
    1. I can see that and I like were you are going. Though I think it needs some tweaking as light armor does not offer much.

      Delete