** ARCHIVED FORUM - ANY CHANGES ARE REVERTED HOURLY **



It is currently Mar 29, 2024 8:03 am

All times are UTC - 5 hours [ DST ]




Post new topic Reply to topic  [ 11 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: [Any D&D +FFC] Helmet rules
PostPosted: Nov 03, 2014 4:00 pm 
Offline
Lord of the Regency Council
Lord of the Regency Council
User avatar

Joined: Nov 17, 2009 2:48 pm
Posts: 7335
Location: Norway, Europe
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

_________________
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign


Top
 Profile  
 
 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Nov 07, 2014 8:22 am 
Offline
Count
Count
User avatar

Joined: Feb 01, 2010 11:59 am
Posts: 1023
Location: Schenectady
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.

_________________
"The gamemaster may find that sometimes it is a good idea to just let the unexpected lead where it will." Dave Arneson - DNA DOA

'blog https://www.blogger.com/home


Top
 Profile  
 
 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Nov 17, 2014 10:53 am 
Offline
Freeholder
Freeholder
User avatar

Joined: Aug 03, 2012 11:14 pm
Posts: 86
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...

_________________
I blog (mostly) about role-playing topics at .


Top
 Profile  
 
 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Nov 17, 2014 4:18 pm 
Offline
Lord of the Regency Council
Lord of the Regency Council
User avatar

Joined: Nov 17, 2009 2:48 pm
Posts: 7335
Location: Norway, Europe
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

_________________
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign


Top
 Profile  
 
 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Nov 17, 2014 7:29 pm 
Offline
Freeholder
Freeholder
User avatar

Joined: Aug 03, 2012 11:14 pm
Posts: 86
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?

_________________
I blog (mostly) about role-playing topics at .


Top
 Profile  
 
 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Nov 18, 2014 4:45 am 
Offline
Lord of the Regency Council
Lord of the Regency Council
User avatar

Joined: Nov 17, 2009 2:48 pm
Posts: 7335
Location: Norway, Europe

_________________
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign


Top
 Profile  
 
 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Nov 23, 2014 5:13 pm 
Offline
Count
Count
User avatar

Joined: Feb 01, 2010 11:59 am
Posts: 1023
Location: Schenectady

_________________
"The gamemaster may find that sometimes it is a good idea to just let the unexpected lead where it will." Dave Arneson - DNA DOA

'blog https://www.blogger.com/home


Top
 Profile  
 
 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Nov 27, 2014 6:11 pm 
Offline
Comically Terrible
Comically Terrible
User avatar

Joined: Feb 02, 2010 4:27 pm
Posts: 1990
Location: TX, USA

_________________
Rob

Follow Thorn's Chronicle | |


Top
 Profile  
 
 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Dec 17, 2014 1:19 pm 
Offline
Count
Count
User avatar

Joined: Feb 01, 2010 11:59 am
Posts: 1023
Location: Schenectady
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.

_________________
"The gamemaster may find that sometimes it is a good idea to just let the unexpected lead where it will." Dave Arneson - DNA DOA

'blog https://www.blogger.com/home


Top
 Profile  
 
 Post subject: Re: [Any D&D +FFC] Helmet rules
PostPosted: Dec 18, 2014 10:55 am 
Offline
Lord of the Regency Council
Lord of the Regency Council
User avatar

Joined: Nov 17, 2009 2:48 pm
Posts: 7335
Location: Norway, Europe
Sounds like a good take Aldarron!

GPoD?

-Havard

_________________
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 11 posts ]  Go to page 1, 2  Next

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Jump to:  
cron
Copyright © The Comeback Inn
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
[ Time : 0.043s | 13 Queries | GZIP : Off ]