Showing posts with label armor. Show all posts
Showing posts with label armor. Show all posts
Wednesday, December 2, 2015
Improved Armor Tables Part 6 - Partial and Piecemeal Armor
This is part 6 of my ongoing series on improving the armor tables. Unlike my Fixing the Weapons Table posts, these changes should be considered entirely optional and a GM should carefully consider whether they want to use them in their game, because it might mean a lot of tweaking stat blocks behind the scenes. These changes are designed for GMs who love history and want their fantasy worlds to be a little more grounded in it.
This week I'm dropping the rules for partial and piecemeal armor, followed by some examples that illustrate the versatility of this system. Thus far, the armor I have presented has been full-body armor, protecting the wearer more-or-less head-to-toe. The following rules will allow a character to lighten the load by wearing only torso armor, or mix-and-match different armors to customize their dungeon-delving ensemble.
Pathfinder already has some armors that I would consider 'partial armors' - the breastplate and chain shirt spring to mind - though their relationship to more complete armors is ill-defined. There are also already rules for piecemeal armor, but I find them overly complicated and not particularly versatile. By their system, piecemeal armor is divided into torso, arm, and leg armor, and the only way to determine the stats of any given piece of armor is to find it on their tables. I have created a more versatile, consistent system of rules that lets you break down any suit of armor into two pieces (torso armor and limb protection), and mix and match them. I developed it for my own improved armor tables, but these rules can also be easily applied to the base Pathfinder armors, armor created for the d20 system by a third party, or your own homebrewed armors.
The following items and rules in gold and their accompanying tables are available as Open Game Content under the OGL. Open Game Content is ©2015 Jonah Bomgaars and d20 Despot.
Monday, November 9, 2015
Improved Armor Tables Part 5 - Heavy Armor
This is part 5 of my ongoing series on improving the armor tables. Unlike my Fixing the Weapons Table posts, these changes should be considered entirely optional and a GM should carefully consider whether they want to use them in their game, because it might mean a lot of tweaking stat blocks behind the scenes. These changes are designed for GMs who love history and want their fantasy worlds to be a little more grounded in it.
This week's subject is heavy armor. This is the armor for those who can afford it, for while it may be more restrictive and, well, heavier than other armors, the protection it provides is second to none. In the category of heavy armor, we have banded armor, bronze plate, mail-and-plate, heavy mail, bronze panoply, plate, and full plate. This is armor for your characters that can take a beating and give one back in return: your stalwart legionnaires, your axe-wielding sea-raiders, your shining knights errant, and your bloodthirsty horsemen of the steppe.
Fans of plate armor will be pleased to see that, in these tables, plate and full plate offer more flexibility than they do in Pathfinder or D&D 3.5. This is some of the best armor ever made, worn by the wealthiest warriors of Europe. They would not have fought in it if it restricted their movements and limited their ability to fight. It may have been heavy, but the way it was made and worn distributed its weight across the whole body, making it feel lighter than mail.
Read on to see the stats for all these armor types and learn more about them. As before, I have provided some historical information with each armor entry in order to aid the GM in determining which armors would fit best in a particular campaign setting.
The following items and rules in gold and their accompanying tables are available as Open Game Content under the OGL. Open Game Content is ©2015 Jonah Bomgaars and d20 Despot.
Monday, October 19, 2015
Improved Armor Tables Part 4 - Medium Armor
This is part 4 of my ongoing series on improving the armor tables. Unlike my Fixing the Weapons Table posts, these changes should be considered entirely optional and a GM should carefully consider whether they want to use them in their game, because it might mean a lot of tweaking stat blocks behind the scenes. These changes are designed for GMs who love history and want their fantasy worlds to be a little more grounded in it.
This week's subject is medium armor, more protective than light armor but less restrictive than heavy armor. We've got leather plate, wooden slat, scale, light mail, jazerant, brigandine, and lamellar. These include some of the most widely used armors from history. Lamellar, for instance, was used from ancient times through to the 19th century, in places like Central Asia, Byzantium, and Tibet. Some armors are more obscure, or more limited in geographic or temporal range; jazerant was largely a Middle Eastern variation on mail, though the Japanese later got in on it as well.
Brigandine is one of my favorite armors, but it is one that often goes overlooked. Because the actual metal of the armor is concealed (except for the rivets attaching the plates to the cloth backing), it doesn't show up well in historical illustrations and it lacks visual appeal for Hollywood and for fantasy illustrators. Medieval drawings of soldiers in brigandine armor were probably the inspiration for 'studded leather armor', the fictional type of armor so popular among Victorian medievalists, RPG designers, and Hollywood costume departments. Nonetheless, brigandine was an incredibly effective and popular style of armor, and I hope it will become so in your games as well.
Read on to see the stats for all these armor types and learn more about them. As before, I have provided some historical information with each armor entry in order to aid the GM in determining which armors would fit best in a particular campaign setting.
The following items and rules in gold and their accompanying tables are available as Open Game Content under the OGL. Open Game Content is ©2015 Jonah Bomgaars and d20 Despot.
Tuesday, September 29, 2015
Improved Armor Tables Part 3 - Light Armor
This is part 3 of my ongoing series on improving the armor tables. Unlike my Fixing the Weapons Table posts, these changes should be considered entirely optional and a GM should carefully consider whether they want to use them in their game, because it might mean a lot of tweaking stat blocks behind the scenes. These changes are designed for GMs who love history and want their fantasy worlds to be a little more grounded in it.
This improved armor tables project has been a real labor of love for me. I have poured countless hours into research, design, and revision that I honestly probably should have spent formulating my PhD proposal or writing thank you notes to my wedding guests. But hey, I wouldn't be me if I weren't doing this. What is the point of free time, I ask you, if not to spend it doing something which engages you, even if what engages you is reconciling a body of historical research with an RPG rules system and compiling the results on a table for the readers of your blog?
Now that my table is (mostly) complete, I've had a bit of a debate with myself as to how I should break it up to present to you. Should I cram it all into one long post? No, my posts tend to be overly long as it is. Should I divide it in two, perhaps one post presenting prehistoric and Bronze Age armors and another presenting Roman and medieval armors? Or perhaps divide it between primarily European and primarily non-European armors? Finally, I settled on what is perhaps the most obvious solution: one post for light armors, one for medium, and one for heavy. The deal was sealed when I realized that I had inadvertently made seven armors of each type. The sixth and (possibly) final part of this series will go over a new set of rules for mixing together two armors to make a composite suit of armor.
The armors presented below and in subsequent parts probably shouldn't all be available in the same time and place in your game world. After all, one would hardly expect a medieval German warrior to be able to purchase ancient Thracian bronze scale armor or 17th century Iroquois wooden slat armor. For this reason, and for my own edification, I have provided some historical information with each armor entry below, in order to aid the GM in determining which armors would fit best in his or her campaign setting.
The following items and rules in gold and their accompanying tables are available as Open Game Content under the OGL. Open Game Content is ©2015 Jonah Bomgaars and d20 Despot.
Monday, September 7, 2015
Improved Armor Tables Part 2 - Shields
The stalwart knight raises his shield against the dragon's searing jet of flame. Axe bites into shield as the two sea raiders begin a duel of honor. The wild barbarians crash and break like the sea against the well-ordered legion's tight shield wall. The brave warrior's crushed and bloody body is carried home on his shield.
Shields are an iconic part of ancient and medieval warfare, and naturally of fantasy roleplaying games as well. They are also the subject of this week's Improved Armor Tables. The last edition of Improved Armor Tables focused on the fantasy staples of hide and chitin armor, but from here on out they will largely be focused on bringing historical accuracy to the armor tables. I have a degree in medieval history and I'm using it to shake things up in the world of fantasy RPGs. Unlike my Fixing the Weapons Table posts, these fixes should be considered entirely optional and a GM should carefully consider whether they want to use them in their game, because it might mean a lot of tweaking stat blocks behind the scenes. These changes are designed for GMs who love history and want their fantasy worlds to be a little more grounded in it.
In the d20 system, melee fighters face a dilemma: strap on a shield for a boost to your armor class, or leave that hand free to wield a two handed weapon - or maybe two weapons - to deal extra damage. It's a trade off every RPG player is familiar with, but historically speaking it is not the only trade off about when to use a shield. In ancient times, the Greek hoplite was the ultimate heavy infantry unit. It didn't matter whether he was wearing bronze armor, leather or simple linen, as long as he had that great round bronze shield - the hoplon, the hoplite's namesake. Think of Roman legionnaires and you'll probably picture them with those iconic tower shields, perhaps taking the impenetrable testudo formation. The vikings had those round wooden shields, three feet in diameter and rimmed with iron. But as time went on, the shields got smaller. The long Norman 'kite' shield gave way to the smaller knightly 'heater' shield. In the later Middle Ages, the small buckler - a foot or less in diameter - rose to prominence for foot combat. As armor improved, cavalry and heavy infantry abandoned shields altogether, even in tournament jousts. Why? Because shields are heavy and cumbersome. In ancient times, when armor was less advanced, larger shields meant more protection - for some warriors, a shield was the only armor they had. But knight in full plate is actually more protected without a shield than with it because the shield weighs him down and slows his movements.
To reflect this, I have completely reworked shields. They have gained a boost to AC, but have more taxing armor check penalties and max Dex bonuses. There are more types of shields now, to reflect the greater historical variety of materials they were made from. These different types are largely distinguished from each other by weight and by their hardness and hit points, which I have added to the table - this is important when someone tries to sunder a shield, or when you roll a natural 1 on a reflex save vs a fireball. You will also notice that I have scrapped the light/heavy shield dichotomy. There are now small and large shields (and tower shields), and light shields form a separate class of shield. Read on to learn more!
The following items and rules in gold and their accompanying tables are available as Open Game Content under the OGL. Open Game Content is ©2015 Jonah Bomgaars and d20 Despot.
Monday, August 17, 2015
Improved Armor Tables Part 1 - Hide and Chitin
The ultimate expression of victory over a monster is not killing it or taking its treasure - it's making armor out of its hide. Adventurers are bound to come across all sorts of interesting and thickly armored creatures that they might want to turn into armor - not only is it an excellent trophy of your victory, but it is also a great way to add a dash of unique flair to your character's look. After all, who is going to forget the grizzled dwarven hero decked out in black beetle armor, or the salty sea captain wearing a cuirass made from the rubbery hide of a giant squid?
Presented here are rules for creating both hide and chitin armor with variable levels of protection depending on the natural armor bonus of the creature they come from. After all, mammoth hide should be stronger and heavier than wolf hide, and ankheg armor is going to be more protective than a cave fisher breastplate.
The following rules in gold and their accompanying tables are available as Open Game Content under the OGL. Open Game Content is ©2015 Jonah Bomgaars and d20 Despot.
Tuesday, August 4, 2015
History vs. Fantasy: The Plight of the Gaming Medievalist
Readers, there is something that has been weighing heavily on my conscience for a long while now, and I think it's time I finally came clean:
*ahem*
Chainmail is just called mail! Studded leather armor doesn't exist! Longswords and greatswords are the same thing; what you call a longsword is actually an arming sword!
Whew, glad to get that off my chest. Now let me explain...
As an avid tabletop fantasy RPG player and a bona fide medievalist, I often find myself torn between two worlds. On the one hand, I know that the magical and imaginative world(s) of Dungeons & Dragons and Pathfinder are not - and should never be - accurate simulations of the medieval world that they imitate, if only for the fact that magic and dragons and orcs never existed. On the other hand, I know that the key to good worldbuilding is to ground your world to some extent in reality, and for me the best way to do that is to use what I know of medieval history as a foundation to build upon. Since I literally know more about medieval history than 99% of the population (even if I am toward the bottom of that 1%), I sometimes come across pieces of the game - be they rules, items, lore, or what-have-you - that strike me as, for lack of a better term, innacurate. I sometimes find it difficult to take off my historian hat and put on my fantasy hat. Can't I just mash them together into some sort of awesome new hat?
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by DucttapeNinja at Instructables
This baby would have really helped me study for my Latin final |
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