| H.P. Makelovecraft |
You could just use the rules in the 3.5 Unearthed Arcana. It has AC increase with level based on what sort of armor your class could normally wear.
Having played in a few games that have done this, I say this is the best idea. However, don't forget that clerics no longer have heavy armor and as such should be moved on that list.
| eakratz |
I toyed with the idea of using these houserules in my LoF campaign, but decided against it. It is something that could be adapted to a no armor campaign.
Armor Options
Armor proficiency can be traded for specific feats which the character qualifies for.
Examples:
Fighter gives up Heavy Armor Proficiency for Combat Expertise, but only if his Inteligence is 13.Paladin gives up Heavy Armor Proficiency for Dodge, and Medium Armor Proficiency for Acrobatics.
Bard gives up shield proficiency for Two-weapon defense.
Characters would lose that feature for every class in the case of multiclassing and PrCs.
Exception example:
Cleric gives up Medium Armor Proficiency but later takes a level in fighter. He gains Medium but not Heavy armor proficiency.
And here is a list of feats that would qualify.
Acrobatic
Athletic
Agile Maneuvers
Combat Casting
Combat Expertise
Deflect Arrows
Endurance
Fast Crawl
Defensive Combat Training
Deflect Arrows
Dodge
Fight on*
Fleet
Great Fortitude
Ironhide*
Imp. Natural Armor
Lightning Reflexes
Low Profile
Missile Shield
Nimble Moves
Run
Saving Shield
Shield Focus
Shield Proficiency
Shield of Swings
Shield Wall
Shrewd Tactician
Skill Focus (acrobatics, climb, escape artist, perform [dance], stealth, swim)
Taldan Duelist
Toughness
TW Defense
Greatbear
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Out of curiosity, why a campaign with no armor? Is this something you plan on running?
Yeah, I'm working on a "guns are commonplace" campaign. Historically, firearms made armor obsolete because it became more of a hindrance than a form of protection. So, I was kicking around some ideas of how the rules would work if armor was no longer considered a standard piece of equipment.
| Gilfalas |
Singer wrote:Out of curiosity, why a campaign with no armor? Is this something you plan on running?Yeah, I'm working on a "guns are commonplace" campaign. Historically, firearms made armor obsolete because it became more of a hindrance than a form of protection. So, I was kicking around some ideas of how the rules would work if armor was no longer considered a standard piece of equipment.
What time frame are you looking at for the technology level? There was a period (realworld I mean) where armor became a lot less effective but well into the flintlock age, steel breastplates were still worn on many battlefields and provided some protection, even from firearms.
And current technology has armor on a come back even for firearms with kevlar and other materials.
Try using the Armor as DR rule if firearms will be very prevalent and limit things to light and the less dex restrictive medium armors to represent the global move away from slowing and encumbering armors and the need for higher mobility to prevent one from being targeted by the more lethal firearm.
And make sure your players are well familiar with the cover and concealment rules. Lots of guns usually means grabbing cover or limiting your enemies ability to see you.