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If 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.
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.
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Reduction, you can determine the new armor values and Armor Damage
damage reduction based on the standard armor bonus. To Armor Bonus1 Reduction
determine the armor’s damage reduction, divide the armor’s
Studded leather +2 1/-
normal armor bonus by 2 (rounding down). To determine the
armor’s new armor bonus, subtract the DR from the normal Chain shirt +2 2/-
armor bonus. For example, studded leather has a normal Medium armor
armor bonus of +3. That gives it a DR of 1/- (half of 3, Hide +2 1/-
rounded down) and a new armor bonus of +2 (3 minus 1). Scale mail +2 2/-
Chainmail +3 2/-
Magic Armor Breastplate +3 2/-
Heavy armor
An armor’s enhancement bonus (if any) increases its armor
bonus to AC, but has no effect on the armor’s damage Splint mail +3 3/-
reduction. A +3 chain shirt, for example, adds +5 to AC and Banded mail +3 3/-
grants damage reduction 2/-. Half-plate +4 3/-
Full plate +4 4/-
Stacking Damage Reduction 2. Add any enhancement bonus to this
value.
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.
Shields
Shields function normally in this variant, granting their full shield bonus to AC. Unlike with armor, a
shield’s effectiveness is measured wholly by its ability to keep an attack from connecting with your
body.
Natural Armor
A creature’s natural armor also provides a modicum of Table: Natural Armor and Damage
damage reduction. Divide the monster’s natural armor Reduction
bonus (not including any enhancement bonus) by 5 to Natural Damage Subtract from
determine the monster’s damage reduction. The same Armor Bonus Reduction Natural Armor
value is subtracted from the monster’s natural armor
0-4 none 0
bonus to find the monster’s new AC. These calculations
are summarized in Table: Natural Armor and Damage 5-9 1/- 1
Reduction. 10-14 2/- 2
15-19 3/- 3
If the creature already has damage reduction, either add 20-24 4/- 4
the value gained from natural armor (if the existing
25-29 5/- 5
damage reduction is of the same type) or treat it as a
separate DR value (if it is of a different type). 30-34 6/- 6
35-39 7/- 7
For example, a mummy normally has a natural armor 40-44 8/- 8
bonus of +10. This gives it DR 2/-, and its natural armor
bonus is reduced by 2 points to +8 (making it’s AC 18).
Since the mummy already has DR 5/- as a special quality, its total damage reduction becomes DR 7/-.
A mature adult red dragon has a natural armor bonus of +24. This gives it DR 4/-, and its natural armor
bonus is reduced by 4 points to +20 (making its AC 28). The dragon’s existing damage reduction is
10/magic, so the two damage reduction values remain separate.
Finally, a frost giant has a +9 natural armor bonus, so it gains DR 1/- from natural armor. The chain shirt
it wears gives it an additional DR 2/-. If the frost giant were a 7th-level barbarian, the barbarian class
levels would give it DR 1/-. These three values add up to DR 4/-. The giant’s AC would be 20 (10, +8
natural armor bonus, +2 chain shirt).
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