Armor Sections (3.5e Variant Rule)
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This is a system in which you have 7 basic body sections, and 6 advanced sections to represent the entire armored body. Each main section has been provided with a Percentage of the basic set of armor, and the 6 advanced sections represent a further division of each main section, and also represent general reinforcement of those areas as well. Thus, the advanced sections represent a percentage that is more than the full section that they are representative of.
The sections are as follows:
13 armor pieces (7 basic, 6 advanced) * Head: [20 %] * Neck: [10 %] * Full Torso: [30 %] ** Upper Torso: [17.5 %] ** Lower Torso: [17.5 %] * Full Arms: [15%] ** Upper arms: [10%] ** Lower Arms: [10%] * Full Legs: [15%] ** Upper Legs: [10%] ** Lower legs: [10%] * Gauntlets: [5%] * Boots [5%]
Each part of a set of armor has its stats multiplied by the percentage given by the set. For the purposes of the game, the numbers are all rounded to the nearest full number, though they can be written down as decimals for ingame. Speed is always rounded ingame to the nearest 5's, though they can be written as they are on the character sheet. If somone wishes to use decimals ingame, it might be better to get rules for that later (I might make a decimal ruleset later, however; however, to do so is a little insane, but anyhoo.).
Finding the Maximum Dexerity bonus is achieved by subtracting the Max Dex Bonus by 20, and then multiplying that number by the percentage to get the number. You then subtract that from 20 once again to find the max dex Modifier.
You may wear both a Magical Item and a piece of armor in both slots, but some armors do not allow for an item to be there in certain slots, when noted.
To find most of the other stats, simply multiply the percentage by the information you want. Cost is multiplied while in gold pieces, weight in lbs, and the spellfailure as a decimal (If you have difficulty with that).
Basic, Complete, and Advanced Sets of Armor
There can be 3 kinds of armor sets that you may have. A basic set of armor includes only the basic body sections (head, Full arms/legs/torso, etc). Thus, in essence it only contains the normal stats of a set of armor from the PHB (100% stats). However, you may instead opt to Take a complete set of armor, which includes the Upper and lower body sections, instead of a full set. This allows you to take a little higher than standard armor bonus (115% of all of the normal values). This obviously is both a boon and a curse, since while you have higher armor, you hacve Lastly, you may again opt to take an advanced set of armor, which has Both the full and advanced components as well as the normal components. This would give a 175% boost to armor, but would also make the penalties a lot worse.
* Head [20%] * Neck [10%] * Full Arms [15%] * Full Torso [30%] * Full Legs [15%] * Boots [5%] * Gauntlets [5%]
* Head [20%] * Neck [10%] ** Upper Arms [10%] ** Lower Arms [10%] ** Upper Torso [17.5%] ** Lower Torso [17.5%] ** Upper Legs [10%] ** Lower Legs [10%] * Boots [5%] * Gauntlets [5%]
* Head [20%] * Neck [10%] * Full Arms [15%] ** Upper Arms [10%] ** Lower Arms [10%] * Full Torso [30%] ** Upper Torso [17.5%] ** Lower Torso [17.5%] * Full Legs [15%] ** Upper Legs [10%] ** Lower Legs [10%] * Boots [5%] * Gauntlets [5%]
Realistic Armor sets
Most armor sets that are bought as is from the PHB, are not with all the slots that are normal.
(Based upon the ideas of a Homebrewed rule in www.d20forge.com!)
Original stuff (From Arr MiHardies, not PzAz04Maus):
Arr MiHardies Pirate Saint of Unusual Insights Las Vegas Joined: Feb.14.04 Contributions: 104 Forum Posts: 1972 Reviews: 31
Categories -> House Rules -> Slot Based Armor System
Slot Based Armor System For those who wish to customize their armor set instead of buying an entire suit at once.
In this system, a character's body is divided into eight sections. Each section has been assigned a percentage representing how important armor in the location is to a character's overall Armor Class. The Body Locations and the assigned percentage are as follows:
Body Locations and Coverage Percentage Head 20% Neck 10% Full Arms 15% Lower Arms 10% Gauntlets 5% Torso 30% Legs 15% Boots 5%
Each type of armor has its stats multiplied by the percentages above to find out how much each of the pieces of that type affect your total defense. With the exception of speed, always round decimals to the nearest full number. Speed is always rounded down to the nearest 5 (ie 5, 10, 15, 20, etc).
The Full arms slot includes both the upper and lower arms. You can not simultaneously wear both full arm designated and lower arm designated armor.
You can wear either a magic item in each slot, or a piece of armor, but not both. This is not to say that the armor itself could not be magical. For example, you can not wear an amulet while wearing a neckguard.
To find out your total armor bonus and other armor related stats, simply add each category up and round according to the information already given. Magic bonuses are added after all stats have been totaled.
Armor proficencies are handled a bit differently. If your resulting Armor bonus before magical enhancements is between 1 and 3, light armor proficiency is required, if the resulting bonus is 4 or 5, medium proficiency is required, if the armor bonus is 6+, heavy proficieny is required.
It should be noted that a complete suit of any type of armor will have the exact same stats as those listed in the players handbook.
First, find out your total armor bonus to determine wether the armor is light, medium, or heavy. Reference the cost for armor of that size and multiply it by the percentage assigned to the body location in question to determine the additional cost of the armor due to special materials. Material properties related to weight and hardness need no further modification. Material bonuses to the items hit points should also be multipled by the location percentage. Some materials grant damage reduction. In these cases, all the armor worn must be made of that material in order to grant damage reduction. Any bonuses other than those listed here, should be multiplied by the location percentage to find out how much is applied to the item in question.
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