Space Coyote
First Post
Help me convince my players (and myself) to make characters that wear heavy armor.
After playing D&D 3rd edition since it first came out, I've noticed that most of my players (and myself) dont make characters that wear heavy armour or play classes that could wear heavy armor. Heavy armour (and medium to a point) is just too limiting:
-Reduced movement.
-skill penalties through armor check penalty.
-skill/ability prohibition (cannot use certain class abilities, skills or feats with armor).**
-heavy weight
-run speed is reduced in Heavy armor.
-Arcane Spell failure.**
-Some classes cannot even wear armor (Monks and Druids)**
-Armor bonus does not apply to touch and/or incorporeal attacks.
-The time it takes to don/takeoff the armor.
-Cannot hide the fact that you are *wearin* armor.
-Some spells/special attacks have bonuses against armor.
**These entries represent limitations on multiclassing as well. For example, a Fighter that relies on heavy armor is greatly restricted from multi-classing to other classes because the armor restricts so many abilities from other classes.
Even that the *ability* to wear heavy armour is not enough to make that option appealing. For example, no one ever goes, "Ooooo, I'm going to play a Fighter or Paladin, because I can wear heavy armour!" Now, people may suggest that heavy armors are for characters with low dex, so they use the armor for AC. However, my players just build characters around not having to *rely* on heavy armor (monks with good dex, Rangers/Rogues with good dex, spellcasters with defensive spells like Mage Armor).
Heavy armor on its own is just not enough to get my players to want to make a character that uses/relies on heavy armor. For example, I was playing a 4th level Fighter/1st level Cleric (with 12 Dex) and started by wearing Full plate as protection. When my party found +2 Breastplate, I decided that it would be better to wear that. My AC would be 1 lower, however I could benefit from the potions of Cats Grace that I had found, breastplate weighs less (therefore carry more loot), has less penalty and I could move faster (house rule, see next).
I use a house rule called "Armor Check". If your character is at the recieving end of a critical attack, you can make an armor check (DC 20) using your unmodified, base armor bonus for wearing physical armor. If this check succeeds, the attack is a normal attack instead of a critical. Also, my houserule is that Medium armor will not reduce speed.
However, this is not enough to entice my players to make characters that use heavy armor. What can I do to make my players want to wear Heavy armor? I really want to see a "traditional" fully armored, sword and shield type of character in my games AND I would like to make a character like that myself. But as it stands now, wearing heavy armor is WAY too limiting.
Some house rules I am thinking of adding are:
-Using my Armor Check house rule, Medium armors gain +1 to the check and Heavy armors gain +4.***
-Heavy armor grants Damage Reduction of 2/-. This will stack with DR from other sources of */- types***
-Skills that cannot be used when movement is reduced when wearing armor, will be changed so that they *can* be used, but at double the Armor check penalty.
(***These bonuses only apply to armor that is "considered" the corresponding class. For example, Mithral heavy armor that is considered "medium" armor, uses the medium class bonus, and therefore would not gain the Armor Check bonus or the DR.)
Any feedback or suggestions?
After playing D&D 3rd edition since it first came out, I've noticed that most of my players (and myself) dont make characters that wear heavy armour or play classes that could wear heavy armor. Heavy armour (and medium to a point) is just too limiting:
-Reduced movement.
-skill penalties through armor check penalty.
-skill/ability prohibition (cannot use certain class abilities, skills or feats with armor).**
-heavy weight
-run speed is reduced in Heavy armor.
-Arcane Spell failure.**
-Some classes cannot even wear armor (Monks and Druids)**
-Armor bonus does not apply to touch and/or incorporeal attacks.
-The time it takes to don/takeoff the armor.
-Cannot hide the fact that you are *wearin* armor.
-Some spells/special attacks have bonuses against armor.
**These entries represent limitations on multiclassing as well. For example, a Fighter that relies on heavy armor is greatly restricted from multi-classing to other classes because the armor restricts so many abilities from other classes.
Even that the *ability* to wear heavy armour is not enough to make that option appealing. For example, no one ever goes, "Ooooo, I'm going to play a Fighter or Paladin, because I can wear heavy armour!" Now, people may suggest that heavy armors are for characters with low dex, so they use the armor for AC. However, my players just build characters around not having to *rely* on heavy armor (monks with good dex, Rangers/Rogues with good dex, spellcasters with defensive spells like Mage Armor).
Heavy armor on its own is just not enough to get my players to want to make a character that uses/relies on heavy armor. For example, I was playing a 4th level Fighter/1st level Cleric (with 12 Dex) and started by wearing Full plate as protection. When my party found +2 Breastplate, I decided that it would be better to wear that. My AC would be 1 lower, however I could benefit from the potions of Cats Grace that I had found, breastplate weighs less (therefore carry more loot), has less penalty and I could move faster (house rule, see next).
I use a house rule called "Armor Check". If your character is at the recieving end of a critical attack, you can make an armor check (DC 20) using your unmodified, base armor bonus for wearing physical armor. If this check succeeds, the attack is a normal attack instead of a critical. Also, my houserule is that Medium armor will not reduce speed.
However, this is not enough to entice my players to make characters that use heavy armor. What can I do to make my players want to wear Heavy armor? I really want to see a "traditional" fully armored, sword and shield type of character in my games AND I would like to make a character like that myself. But as it stands now, wearing heavy armor is WAY too limiting.
Some house rules I am thinking of adding are:
-Using my Armor Check house rule, Medium armors gain +1 to the check and Heavy armors gain +4.***
-Heavy armor grants Damage Reduction of 2/-. This will stack with DR from other sources of */- types***
-Skills that cannot be used when movement is reduced when wearing armor, will be changed so that they *can* be used, but at double the Armor check penalty.
(***These bonuses only apply to armor that is "considered" the corresponding class. For example, Mithral heavy armor that is considered "medium" armor, uses the medium class bonus, and therefore would not gain the Armor Check bonus or the DR.)
Any feedback or suggestions?
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