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 Post subject: [Any D&D +FFC] Helmet rules
PostPosted: Nov 03, 2014 4:00 pm 
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Lord of the Regency Council
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The FFC introduces three types of Helmets:

Full Helmet
Half Helmet
Leather Helmet

Does anyone have any idea how Helmets worked in Arneson's campaign?

One idea I have is to tie Helmets to critical rules.

Now there are many different variants of crit rules, but this Helmet Rule should work with most of them:

If an attacker rolls a critical, a defender wearing a helmet is allowed a saving throw (against Rods, Reflexes or equivalent) to ignore the results of the crit. If the save is successful, treat the attack as a normal hit. Different types of helmets add different bonuses to the save:

Full Helmet (+3)
Half Helmet (+2)
Leather Helmet (+1)


Thoughts?

-Havard

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 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Nov 07, 2014 8:22 am 
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Never looked at that before Havard. Interesting idea. I like it but I think it needs some playtesting to see how well it works out. One thing would be a lack of a reason for anyone to wear a half helm or leather. Maybe the full helm and half helm have some other penalty, like to archery or missile fire.

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 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Nov 17, 2014 10:53 am 
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I agree that connecting Helmets to critical hits is a neat idea. I think Aldarron is definitely on the right track with his suggestions to offset the bonuses of the Full Helm. Maybe I can come up with some suggestions. I have some thinking to do on this matter...

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 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Nov 17, 2014 4:18 pm 
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Lord of the Regency Council
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Good input guys!

My immediate thought would be that cost and encumbrance would be hindrances to the bigger helmets, but perhaps more is required. I think AD&D 2nd Ed had some rules about Great Helmets that obsucred vision though. Perhaps a -1 penalty to saves that would require the victim to see incoming danger?

-Havard

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 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Nov 17, 2014 7:29 pm 
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I'm digging it! 8) That's basically what I was thinking - maybe a character wearing a Great Helm would be surprised easier due to hindered hearing and sight?

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 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Nov 18, 2014 4:45 am 
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 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Nov 23, 2014 5:13 pm 
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 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Nov 27, 2014 6:11 pm 
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 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Dec 17, 2014 1:19 pm 
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I've been mulling this over semi consciously and yesterday an idea came to me. Why don't people like to wear helmets? A common complaint is that they "are bulky". In fact, some research has suggested that young kids shouldn't wear ski helmets because it messes with their balance etc. and causes them to fall more.

As much as anything else, it is a dexterity issue. Dependig on your ruleset, dexterity also affects initiative. So how about this.

Full Helmet (+1 AC, +3 saving throws, - 2 Dexterity)
Half Helmet or Armored Cowl* (+2 saving throws, -1 Dexterity)
Leather Helmet (+1 saving throws, -1 Dexterity)

*Armored Cowl is mentioned in GPoD, along with a lot of generic helmets. I take it to mean something like a chainmail hood.

I'd also suggest that wearing a helmet does not affect any Dexterity bonus or penalty to missile weapon use.

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 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Dec 18, 2014 10:55 am 
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Sounds like a good take Aldarron!

GPoD?

-Havard

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