In this hack I've kept Armor Points, but they function slightly differently -- as does the Warriors Shield Sunder. Big shout goes to +Mike Evans
- Each Armor Point can be spent to ignore the damage of an attack.
- If you don't or can't spend an AP, you take damage/go OofA normally.
- When you rest, roll a 'save' .. 1d6 for each Armor point, Each type has its save value. When you roll the save you regain the use of the AP.
- When a piece of armor has no more AP - it is destroyed/damaged beyond usefulness.
- Armor is available in 3 types, Light, Moderate, Heavy.
Lightly Armored - 1AP (save 2+)
Moderately Armored - 3AP (save 3+)
Heavily Armored - 5AP (save 4+)
Shield - 1AP (save 2+)
Shield Sunder is now Shield Bash
When you are attacked in melee combat and your roll to defend is 1-5, the attacker takes damage equal to your level.
I like this system because it removes an unnecessary level of bean counting. If you're using armor to reduce damage, just reduce it all. We don't need a usage die - armor degrades over time as you fail its saves. It works well with monsters from existing modules and sources, just a judgement call on how well armored something is. Goblin. Lighly if at all. Black Dragon .. Heavily armored. Simple. I also like the new Shield Bash adds an extra things for a player to do reactively, thats always a win.
Feed me back.