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[Any D&D +FFC] Helmet rules - Printable Version

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[Any D&D +FFC] Helmet rules - Havard - 11-03-2014

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


Re: [Any D&D +FFC] Helmet rules - aldarron - 11-07-2014

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.


Re: [Any D&D +FFC] Helmet rules - Semi-Retired Gamer - 11-17-2014

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...


Re: [Any D&D +FFC] Helmet rules - Havard - 11-17-2014

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


Re: [Any D&D +FFC] Helmet rules - Semi-Retired Gamer - 11-17-2014

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?


Re: [Any D&D +FFC] Helmet rules - Havard - 11-18-2014

Semi-Retired Gamer Wrote: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?

Yes! Penalties to surprise is an excellent way of handling the heavier helmets. Smile

-Havard


Re: [Any D&D +FFC] Helmet rules - aldarron - 11-23-2014

Havard Wrote:
Semi-Retired Gamer Wrote: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?

Yes! Penalties to surprise is an excellent way of handling the heavier helmets. Smile

-Havard

Yeah, that seems appropriate, but how would that work in a PC group with mixed helmet types?


Re: [Any D&D +FFC] Helmet rules - RobJN - 11-27-2014

Aldarron Wrote:
Havard Wrote:
Semi-Retired Gamer Wrote: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?

Yes! Penalties to surprise is an excellent way of handling the heavier helmets. Smile

-Havard

Yeah, that seems appropriate, but how would that work in a PC group with mixed helmet types?
How do you handle a mixed group of human and demi-human PCs when the various detection abilities crop up? Same principle, I would think.

Think of it this way: everyone in the party rolls d6 for surprise, with the "caller's" die representing the party as a whole; if the great-helned PC makes his surprise roll, he can attack last in the surprise round, or doesn't get to attack if he botches it?

Yes, it's one more die roll, but everyone would roll it at the same time, so it doesn't bog down surprise/combat.


Re: [Any D&D +FFC] Helmet rules - aldarron - 12-17-2014

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.


Re: [Any D&D +FFC] Helmet rules - Havard - 12-18-2014

Sounds like a good take Aldarron!

GPoD?

-Havard