System Reference Document v3.5 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Unearthed ArcanaDEFENCE BONUSThis variant system is particularly appropriate for swashbuckling or stealth-based campaigns, for settings in which firearms are common, for seafaring campaigns (in which the characters would rather not wear armor for fear of drowning), or any other setting in which armor is not worn on a day-to-day basis—even by adventurers.
BEHIND THE CURTAIN: CLASS DEFENCE
Characters may still desire the properties of a specific kind of magic armor or of armor special abilities. Be prepared to create new magic items, such as cloaks, robes, vests, or vestments, to support those desires. Clearly, the class defense system is best for characters who must choose between going unarmored and risking arcane spell failure — sorcerers and wizards in particular. Classes limited to light or medium armor also flourish under this system, since they can multiclass to gain the benefit of a higher defense bonus. Spells that affect metal are less useful under this system, since metal armor is less common. Touch attacks are less effective under this system, since most characters’ touch ACs are significantly higher than in a standard game. THE CLASS DEFENCE BONUSIn this variant, every character has a defense bonus based on his character level. The defense bonus applies to Armor Class. However, it does not stack with the character’s armor bonus. A character wearing armor gains his armor bonus (including any enhancement to that bonus) or his defense bonus — whichever is higher — but not both. The defense bonus stacks with all other bonuses to AC, including the character’s shield bonus, natural armor bonus, and so forth.Unlike an armor bonus, a defense bonus does improve a character’s AC against touch attacks. A character’s defense bonus is derived from his character level and class, as shown on Table: Defense Bonus. For a multiclass character, use the highest defense bonus of those offered by the character’s classes. For example, a 2nd-level barbarian has a defense bonus of +4. If the character gains a level of cleric (becoming a 2nd-level barbarian/1st-level cleric), her defense bonus increases to +7, because the cleric’s +7 at 3rd character level is better than the barbarian’s +5 at 3rd character level. DEFENCE BONUSES FOR OTHER CLASSESFor classes not mentioned here, determine a character’s class defense bonus based on the armor proficiency granted by the class (and only that gained from the class — you can’t take an Armor Proficiency feat to improve your defense bonus). Consult Table: Defense Bonus For Other Classes; the defense bonus progression refers to the indicated column on Table: Defense Bonus.Table: Defence Bonus For Other Classes
MONSTER DEFENCE BONUSMonsters do not have inherent defense bonuses unless they also have levels in a class or are normally proficient with armor. When calculating a monster’s defense bonus to AC, do not include the monster’s base HD or level adjustment (if any).For example, a typical green dragon, gargoyle or black pudding has no class levels and is not proficient with any armor. Such creatures do not get a defense bonus. If a creature is proficient with one or more types of armor, however, it gains a defense bonus. See Table: Creature Defense Bonuses. If a creature has levels in a class, it gains a defense bonus just like any other character with a class. This bonus does not stack with any defense bonus the creature may have from armor proficiency. For instance, giants are considered proficient with whatever type of armor (light, medium or heavy) they are described as wearing. Hill giants, described as wearing hide armor, therefore have a +2 defense bonus (hide armor is medium armor). Since this is lower than the +3 bonus of hide armor, the typical hill giant probably prefers to wear his armor. A 1st-level hill giant barbarian, however, would have a defense bonus of +4, and would benefit from discarding his hide armor (though he’d gain a higher armor bonus by putting on chainmail or a breastplate). Table: Creature Defence Bonuses
ARMOR AS DAMAGE REDUCTIONIf you’re willing to add a layer of complexity to your combats, consider this variant. In this system, armor reduces the amount of damage dealt by an attack instead of merely turning would-be hits into misses. Armor still prevents some hits outright, but also reduces the deadliness of attacks that do connect. In essence, the system "gives up" some of armor’s ability to turn hits into misses in exchange for a small reduction in damage dealt by any given attack. ARMOR DAMAGE REDUCTION VALUESIn this system, armor offers two benefits against attacks: a minor bonus to AC, which functions just like the armor bonus in the standard d20 rules but is usually lower in value; and damage reduction. See Table: Armor and Damage Reduction for the armor bonus and DR values for common armor types. (All other armor statistics, such as maximum Dexterity bonus, armor check penalty, and arcane spell failure chance, are unchanged.)For armors not covered on Table: Armor and Damage Reduction, you can determine the new armor values and damage reduction based on the standard armor bonus. To determine the armor’s damage reduction, divide the armor’s normal armor bonus by 2 (rounding down). To determine the armor’s new armor bonus, subtract the DR from the normal armor bonus. For example, studded leather has a normal armor bonus of +3. That gives it a DR of 1/- (half of 3, rounded down) and a new armor bonus of +2 (3 minus 1). Table: Armor and Damage Reduction
MAGIC ARMORAn armor’s enhancement bonus (if any) increases its armor bonus to AC, but has no effect on the armor’s damage reduction. A +3 chain shirt, for example, adds +5 to AC and grants damage reduction 2/-. STACKING DAMAGE REDUCTION The damage reduction granted by armor stacks with other damage reduction of the same type (that is, damage reduction that has a dash after the number). A 7th-level barbarian wearing a breastplate has DR 3/- (1/- from his class levels and 2/- from his armor). A fighter wearing full plate armor who is the target of a stoneskin spell, however, has DR 4/- from the armor and 10/adamantine from the spell. |
Natural Armor Bonus | Damage Reduction | Subtract from Natural Armor |
---|---|---|
0-4 | none | 0 |
5-9 | 1/- | 1 |
10-14 | 2/- | 2 |
15-19 | 3/- | 3 |
20-24 | 4/- | 4 |
25-29 | 5/- | 5 |
30-34 | 6/- | 6 |
35-39 | 7/- | 7 |
40-44 | 8/- | 8 |
Low-level combat tends to be less dangerous for armored characters. Although their ACs are lower (and thus their chance of being damaged is higher), this is more than offset by the reduced damage suffered by attacks. A typical goblin warrior, for instance, can barely hurt a character wearing splint mail, because the armor’s damage reduction entirely negates the damage dealt by an average hit. Even though the goblin will hit more often, it will likely end up dealing less total damage over the course of a typical battle.
A mid-level fighter in full plate armor must still be cautious when fighting an ogre, but his armor reduces the ogre’s average damage by 25% while only increasing its chance to hit by 20% — a net gain for the fighter.
At higher levels, however, the balance shifts back in favor of monsters that deal large amounts of damage per hit. When facing a Huge earth elemental, a fighter in full plate will be hit 20% more often (due to the 4-point reduction in AC), but his 4 points of damage reduction now only reduces his opponent’s average damage by less than 17%. Advantage: elemental. Thus, high-level characters must be more careful when battling monsters with extreme damage-dealing capability.
Using both systems as written, many characters will wear armor even if the armor bonus provided is lower than the defense bonus gained from class level. Because the character gets the higher of his defense bonus or armor bonus, the character can wear armor and benefit from its damage reduction while relying on his defense bonus for a higher Armor Class.
If that’s not to your liking, you can rule that a character’s armor bonus overrides his defense bonus, even if the defense bonus is higher. This forces characters to make a tough choice between having a high AC and having damage reduction.
Each time an armor-wearing character is struck by an attack that deals lethal damage, the amount of damage dealt to the character is reduced by an amount equal to the armor bonus (including enhancement) of the armor worn. The character takes and equal amount of nonlethal damage. Damage that is not affected by damage reduction (energy damage and the like) is not converted.
For example, while wearing +1 full plate (total >armor bonus +9), Kroh is struck by an arrow for 6 points of damage. Since the armor can convert up to 9 points of damage per attack, the entire 6 points is converted from lethal damage to nonlethal damage. Kroh’s hit point total remains the same, but he increases his nonlethal damage total by 6 points. Later, a hill giant strikes Kroh for a whopping 22 points of damage. The armor converts 9 points of this damage to nonlethal damage, but the remaining 13 points are deducted from Kroh’s hit points.
Nonlethal Damage: An armor-wearing character can ignore nonlethal damage equal to his armor bonus. (In effect, armor grants damage reduction equal to its armor bonus against nonlethal attacks.)
Natural Armor: At your option, you can make natural armor work in the same manner. However, this means that almost no defeated monster is truly dead, which may prove problematic (see Behind The Curtain: Damage Conversion). This rule also interacts strangely with regeneration — since all damage dealt to a creature with regeneration is treated as nonlethal damage, a regenerating creature with armor or natural armor actually takes less damage than normal when using this system. In case of regenerating creatures, consider eliminating the rule that natural armor works in the same manner.
However, healing spells become potentially doubly effective, since they heal an equal amount of lethal and nonlethal damage.
Nonlethal attacks become less frightening to armored opponents. A fighter in full plate simply has no fear of unarmed opponents, since they have little chance of injuring him. (Of course, they can still overrun, trip, or grapple him, so he’d be wise to keep and eye on them all the same.)
Another effect is that defeated foes remain alive (and unconscious) unless dispatched after the fight. This can decrease character mortality dramatically — since most characters who fall in battle will be merely unconscious, but not dying — but it also introduces the potentially ugly postcombat scene of the characters feeling it necessary to slit the throats of their unconscious foes. Some characters, particulary paladins or other chivalrous types, may suffer serious moral qualms.
This variant is probably best for campaigns in which it’s acceptable for the bad guys to survive a fight. Perhaps a defeated villain’s honor prevents him from returning to plague the heroes at a later date, or maybe the style of your setting rewards characters for defeating opponents without killing them outright (such as in a swashbuckling campaign). Otherwise, characters may feel that they are punished for refusing to murder unconscious foes with regularity, since those enemies will certainly recover from their injuries and vow vengeance against the PCs. Encounters in the campaign may often involve fighting the same opponents again and again, rather than fighting new monsters and opponents.