phantomdoodler
Mongoose
These rules tweak the current system, without adding too much complexity.
Each piece of armour provides an increase in Endurance, as the normal rules. Rather than add this value to the targets Endurance, however, the player should keep track of their Armour Endurance Points, equal to the total Endurance bonus of all armour worn. These can be recorded in the characters Endurance box, or under their equipment, if necessary.
When you are hit in combat, you first take your damage from the Armours EP, rather than your own, unless there is a reason you cant. For example, suppose a character is wearing just a helmet, and has been struck in the leg by a nasty scythe trap, realistically, such a character would not benefit from the armours protection, so the Gm rules out doing so on this occasion.
Armour Repair
Damaged armour must be repaired, or else it will remain less effective. This is really a case of maintenance, rather than serious recrafting and requires some basic tools and parts, such a hammer to bash out the dents, needle and thread to stitch together leather, or a few extra chain links to reattach to damaged mail . Often these parts can be salvaged from an opponents armour and so a player doesnt need to pay anything for the repair. However such repairs take time. After an adventure, it is assumed that all armour Ep has been repaired, but if a player wishes to to repair their damaged armour during the adventure, they will need to find a blacksmith or tanner. Such repairs takes a fraction of the time (10 minutes per EP repaired) and costs 2 GC per EP repaired.
For example, Jander Vance the Knight, is wearing a Full Plate armour, which provides 8 Endurance worth of protection. After a few battle, his Armour Endurance is reduced to 0. Knowing he is expecting trouble later that day, Vance doesnt have time to repair his own armour, so he seeks out a blacksmith to repair the damage. He hands over 16 crowns, and after an hour or so, his armour is fully restored.
I have treated the repair of armour as approximately the same cost of buying healing potions, to keep things similar to the standard rules. Its just an attempt to bring a little more realism. I would also allow the use of the Brotherhood Discipline Mend, to repair Armour Endurance if the caster wishes.
Each piece of armour provides an increase in Endurance, as the normal rules. Rather than add this value to the targets Endurance, however, the player should keep track of their Armour Endurance Points, equal to the total Endurance bonus of all armour worn. These can be recorded in the characters Endurance box, or under their equipment, if necessary.
When you are hit in combat, you first take your damage from the Armours EP, rather than your own, unless there is a reason you cant. For example, suppose a character is wearing just a helmet, and has been struck in the leg by a nasty scythe trap, realistically, such a character would not benefit from the armours protection, so the Gm rules out doing so on this occasion.
Armour Repair
Damaged armour must be repaired, or else it will remain less effective. This is really a case of maintenance, rather than serious recrafting and requires some basic tools and parts, such a hammer to bash out the dents, needle and thread to stitch together leather, or a few extra chain links to reattach to damaged mail . Often these parts can be salvaged from an opponents armour and so a player doesnt need to pay anything for the repair. However such repairs take time. After an adventure, it is assumed that all armour Ep has been repaired, but if a player wishes to to repair their damaged armour during the adventure, they will need to find a blacksmith or tanner. Such repairs takes a fraction of the time (10 minutes per EP repaired) and costs 2 GC per EP repaired.
For example, Jander Vance the Knight, is wearing a Full Plate armour, which provides 8 Endurance worth of protection. After a few battle, his Armour Endurance is reduced to 0. Knowing he is expecting trouble later that day, Vance doesnt have time to repair his own armour, so he seeks out a blacksmith to repair the damage. He hands over 16 crowns, and after an hour or so, his armour is fully restored.
I have treated the repair of armour as approximately the same cost of buying healing potions, to keep things similar to the standard rules. Its just an attempt to bring a little more realism. I would also allow the use of the Brotherhood Discipline Mend, to repair Armour Endurance if the caster wishes.