Armour
DEFENSES:
This bit may get a tad complicated, let me know if I need to simplify. It makes sense in my head
Fortitude, Will and Reflex are determined as in D&D 4e
All attacks that target fortitude are seen as hitting the chest
All attacks that target will are seen as hitting the head
For reflex, all hit zones have the same defense
For AC, each hit zone has a different defense value
TO DETERMINE AC:
begin with 10 in all hit zones
if wearing light or no armour, add dexterity modifier
Add the value given by the armour for each zone
ARMOUR:
Armour serves for two purposes, carrying loot and not dying. I'll explain "not dying" first;
CLOTH: (light)
No AC bonus, seen as street clothes
Special: All created PCs start with this
Weight: 2 lb
Price: 5gp
LEATHER: (light)
Head: +2
Neck: +3
Chest: +3
Legs: +1
Arms: +2
Special: extra carrying slot on chest
Weight: 15 lb
Price: 25gp
HIDE: (light)
Head: +3
Neck: +4
Chest: +3
Legs: +2
Arms: +2
Weight: 25 lb
Price: 30gp
CHAIMAIL: (heavy)
Head: +5
Neck: +7
Chest: +6
Legs: +4
Arms: +5
Speed penalty: 1
Stealth/acrobatics penalty: 2
Weight: 40 lb
Price: 40gp
SCALE: (heavy)
Head: +6
Neck: +8
Chest: +7
Legs: +4
Arms: +6
Speed Penalty: 1
Stealth/acrobatics penalty: 2
Weight: 45 lb
Price: 45gp
PLATE: (heavy)
Head: +8
Neck: +10
Chest: +8
Legs: +6
Arms: +7
Special: Cannot conceal weapons
Speed Penalty: 2
Stealth/acrobatics penalty: 5
Weight: 50 lb
Price: 60gp
SHIELDS:
Worn on off-hand arm
LIGHT SHIELD:
Head: +1
Neck: +2
Chest: +2
Legs: +0
Shield Arm: +3
Weapon Arm: +1
Special: Concealable
Weight: 5 lb
Price: 10gp
HEAVY SHIELD:
Head: +1
Neck: +3
Chest: +4
Legs: +1
Shield Arm: +5
Weapon Arm: +2
Special: Non-concealable
Weight: 15 lb
Price: 20gp
This bit may get a tad complicated, let me know if I need to simplify. It makes sense in my head
Fortitude, Will and Reflex are determined as in D&D 4e
All attacks that target fortitude are seen as hitting the chest
All attacks that target will are seen as hitting the head
For reflex, all hit zones have the same defense
For AC, each hit zone has a different defense value
TO DETERMINE AC:
begin with 10 in all hit zones
if wearing light or no armour, add dexterity modifier
Add the value given by the armour for each zone
ARMOUR:
Armour serves for two purposes, carrying loot and not dying. I'll explain "not dying" first;
CLOTH: (light)
No AC bonus, seen as street clothes
Special: All created PCs start with this
Weight: 2 lb
Price: 5gp
LEATHER: (light)
Head: +2
Neck: +3
Chest: +3
Legs: +1
Arms: +2
Special: extra carrying slot on chest
Weight: 15 lb
Price: 25gp
HIDE: (light)
Head: +3
Neck: +4
Chest: +3
Legs: +2
Arms: +2
Weight: 25 lb
Price: 30gp
CHAIMAIL: (heavy)
Head: +5
Neck: +7
Chest: +6
Legs: +4
Arms: +5
Speed penalty: 1
Stealth/acrobatics penalty: 2
Weight: 40 lb
Price: 40gp
SCALE: (heavy)
Head: +6
Neck: +8
Chest: +7
Legs: +4
Arms: +6
Speed Penalty: 1
Stealth/acrobatics penalty: 2
Weight: 45 lb
Price: 45gp
PLATE: (heavy)
Head: +8
Neck: +10
Chest: +8
Legs: +6
Arms: +7
Special: Cannot conceal weapons
Speed Penalty: 2
Stealth/acrobatics penalty: 5
Weight: 50 lb
Price: 60gp
SHIELDS:
Worn on off-hand arm
LIGHT SHIELD:
Head: +1
Neck: +2
Chest: +2
Legs: +0
Shield Arm: +3
Weapon Arm: +1
Special: Concealable
Weight: 5 lb
Price: 10gp
HEAVY SHIELD:
Head: +1
Neck: +3
Chest: +4
Legs: +1
Shield Arm: +5
Weapon Arm: +2
Special: Non-concealable
Weight: 15 lb
Price: 20gp