What variables do I have to take into consideration when I homebrew armour?How can I give a druid better armor?What are ways to imbue magic into a cloth armour?How long would it take to doff armour heated by the Heat Metal spell?Using an Improvised Spellcasting FocusHow does Lost Mines of Phandelver expect PCs to take on side quests without demanding pay?How possible is it for the Apocalypse Engine to support non-improvisational play?How to get new players into a convoluted homebrew system?How can I modify the 5e level system to model a Pokémon creature's 1–100 levels?How can I set up a long-range alarm for my fortress?Is this homebrew sentient armour race balanced?How can a non-Dragonborn gain a breath weapon?

How do you build a story from a world?

Short story written from alien perspective with this line: "It's too bright to look at, so they don't"

Riley's, assemble!

What are they doing to this poor rocket?

Did Darth Vader wear the same suit for 20+ years?

How to make thick Asian sauces?

Company is asking me to work from overseas, but wants me to take a paycut

How to pass a regex when finding a directory path in bash?

Secure offsite backup, even in the case of hacker root access

How were concentration and extermination camp guards recruited?

Can a magnetic field of an object be stronger than its gravity?

Does any lore text explain why the planes of Acheron, Gehenna, and Carceri are the alignment they are?

Count down from 0 to 5 seconds and repeat

Replace only 2nd, 3rd, nth...character and onwards

Will TSA allow me to carry a Continuous Positive Airway Pressure (CPAP) device?

The ring of global sections of a regular scheme

Is the capacitor drawn or wired wrongly?

What does War Machine's "Canopy! Canopy!" line mean in "Avengers: Endgame"?

Do adult Russians normally hand-write Cyrillic as cursive or as block letters?

Java 8: How to convert String to Map<String,List<String>>?

Pros and cons of writing a book review?

What do we gain with higher order logics?

X-shaped crossword

What's the correct term for a waitress in the Middle Ages?



What variables do I have to take into consideration when I homebrew armour?


How can I give a druid better armor?What are ways to imbue magic into a cloth armour?How long would it take to doff armour heated by the Heat Metal spell?Using an Improvised Spellcasting FocusHow does Lost Mines of Phandelver expect PCs to take on side quests without demanding pay?How possible is it for the Apocalypse Engine to support non-improvisational play?How to get new players into a convoluted homebrew system?How can I modify the 5e level system to model a Pokémon creature's 1–100 levels?How can I set up a long-range alarm for my fortress?Is this homebrew sentient armour race balanced?How can a non-Dragonborn gain a breath weapon?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








8












$begingroup$


The variables that are clear to me are shown in the Armor-table (PHB 145):



  1. Type of armour: Light, Medium, Heavy (also limits Dex mods).

  2. Cost, commonly displayed in GP.

  3. Armour Class.

  4. Strength prerequisite.

  5. State of disadvantage on Stealth checks.

  6. Weight.

A description of the armour is also necessary. Considerations of which classes have access to the armour types seems necessary. Considerations of worldbuilding implications seem optional. Considerations of the feats that grant access to armours and improve the efficiency of armours (PHB 167-168) appears necessary.



Have I missed any important variables, such as specific class feature interactions with armour?




What I'm going to do with this:



I will homebrew (a) mundane armour, replacing those listed on the PHB's armor-table, which will then later translate to (b) magic armours that have an existing type of mundane armour as their base type. While I'm most interested in mundane armour, I'm also interested in other properties. The focus here is variables to consider before the process of brewing.



I'm solely interested in variables from the RAW. I'm currently unhappy with the flavour of armours and some of the balancing. I'm not trying to homebrew how armours function as a system. So to restructure that system, I require your expertise in analysing that system and its components to keep it functioning without breaking it by not considering variables that are integral to that system.




What I'm looking for in your answers:



A variable described (in one sentence), then a brief explanation about why this variable is to be considered for home-brewing armour, followed by the next variable until the finite number of variables is exhausted.
The best answer is the one that is most comprehensive, exhaustive and correct (RAW).



This is an example of a good answer that is further improved by its comments which I paraphrase:



The material of the armour is significant because there are classes that restrict wearing specific materials and spells that affect specific materials and creatures which have abilities that affect the material.










share|improve this question











$endgroup$







  • 1




    $begingroup$
    @Akixkisu Is this homebrew (a) types of mundane armor, additional to those listed on the PHB's armor table, (b) magic armors that have an existing type of mundane armor as their base type, or (c) magic armors that are of a unique type/have no type of mundane armor as the base?
    $endgroup$
    – Vigil
    May 22 at 10:23







  • 1




    $begingroup$
    @Vigil (a1) types of mundane armour, replacing those listed on the PHB's armor-table, which will then later translate to (b) magic armours that have an existing type of mundane armour as their base type. While I'm most interested in mundane armour, I'm also interested in other properties. The focus here is variables to consider before the process of brewing.
    $endgroup$
    – Akixkisu
    May 22 at 10:41






  • 1




    $begingroup$
    I think I might be understanding what you're looking for, but also why you're not getting it. It feels like you're asking for variables to consider when homebrewing - but you want those variables to consider things outside the current RAW options. I'm not sure we can help with that because it's too broad for us to consider every possible variation for homebrewing. If you're looking for the RAW variables, you're getting them - but if you want to know if something else is balanced, it may be best to present it and ask.
    $endgroup$
    – NautArch
    May 22 at 13:15






  • 2




    $begingroup$
    @Akixkisu So just for the sake of clarity, can you explicitly tell us what kind of further detail you are looking for here? The answers look to my eyes (when taken together) to have a good amount of detail. It would probably help them if you elaborated on specific areas you want improved on.
    $endgroup$
    – Rubiksmoose
    May 22 at 14:07






  • 1




    $begingroup$
    I agree with @Rubiksmoose, if you feel that the current answers lack detail, can you please edit your question to include your criteria for a best answer? Or explicitly state what details you are looking for. This may allow those of us who have already posted answers to expand upon them, better answering your question.
    $endgroup$
    – Liam Morris
    May 22 at 17:05


















8












$begingroup$


The variables that are clear to me are shown in the Armor-table (PHB 145):



  1. Type of armour: Light, Medium, Heavy (also limits Dex mods).

  2. Cost, commonly displayed in GP.

  3. Armour Class.

  4. Strength prerequisite.

  5. State of disadvantage on Stealth checks.

  6. Weight.

A description of the armour is also necessary. Considerations of which classes have access to the armour types seems necessary. Considerations of worldbuilding implications seem optional. Considerations of the feats that grant access to armours and improve the efficiency of armours (PHB 167-168) appears necessary.



Have I missed any important variables, such as specific class feature interactions with armour?




What I'm going to do with this:



I will homebrew (a) mundane armour, replacing those listed on the PHB's armor-table, which will then later translate to (b) magic armours that have an existing type of mundane armour as their base type. While I'm most interested in mundane armour, I'm also interested in other properties. The focus here is variables to consider before the process of brewing.



I'm solely interested in variables from the RAW. I'm currently unhappy with the flavour of armours and some of the balancing. I'm not trying to homebrew how armours function as a system. So to restructure that system, I require your expertise in analysing that system and its components to keep it functioning without breaking it by not considering variables that are integral to that system.




What I'm looking for in your answers:



A variable described (in one sentence), then a brief explanation about why this variable is to be considered for home-brewing armour, followed by the next variable until the finite number of variables is exhausted.
The best answer is the one that is most comprehensive, exhaustive and correct (RAW).



This is an example of a good answer that is further improved by its comments which I paraphrase:



The material of the armour is significant because there are classes that restrict wearing specific materials and spells that affect specific materials and creatures which have abilities that affect the material.










share|improve this question











$endgroup$







  • 1




    $begingroup$
    @Akixkisu Is this homebrew (a) types of mundane armor, additional to those listed on the PHB's armor table, (b) magic armors that have an existing type of mundane armor as their base type, or (c) magic armors that are of a unique type/have no type of mundane armor as the base?
    $endgroup$
    – Vigil
    May 22 at 10:23







  • 1




    $begingroup$
    @Vigil (a1) types of mundane armour, replacing those listed on the PHB's armor-table, which will then later translate to (b) magic armours that have an existing type of mundane armour as their base type. While I'm most interested in mundane armour, I'm also interested in other properties. The focus here is variables to consider before the process of brewing.
    $endgroup$
    – Akixkisu
    May 22 at 10:41






  • 1




    $begingroup$
    I think I might be understanding what you're looking for, but also why you're not getting it. It feels like you're asking for variables to consider when homebrewing - but you want those variables to consider things outside the current RAW options. I'm not sure we can help with that because it's too broad for us to consider every possible variation for homebrewing. If you're looking for the RAW variables, you're getting them - but if you want to know if something else is balanced, it may be best to present it and ask.
    $endgroup$
    – NautArch
    May 22 at 13:15






  • 2




    $begingroup$
    @Akixkisu So just for the sake of clarity, can you explicitly tell us what kind of further detail you are looking for here? The answers look to my eyes (when taken together) to have a good amount of detail. It would probably help them if you elaborated on specific areas you want improved on.
    $endgroup$
    – Rubiksmoose
    May 22 at 14:07






  • 1




    $begingroup$
    I agree with @Rubiksmoose, if you feel that the current answers lack detail, can you please edit your question to include your criteria for a best answer? Or explicitly state what details you are looking for. This may allow those of us who have already posted answers to expand upon them, better answering your question.
    $endgroup$
    – Liam Morris
    May 22 at 17:05














8












8








8


1



$begingroup$


The variables that are clear to me are shown in the Armor-table (PHB 145):



  1. Type of armour: Light, Medium, Heavy (also limits Dex mods).

  2. Cost, commonly displayed in GP.

  3. Armour Class.

  4. Strength prerequisite.

  5. State of disadvantage on Stealth checks.

  6. Weight.

A description of the armour is also necessary. Considerations of which classes have access to the armour types seems necessary. Considerations of worldbuilding implications seem optional. Considerations of the feats that grant access to armours and improve the efficiency of armours (PHB 167-168) appears necessary.



Have I missed any important variables, such as specific class feature interactions with armour?




What I'm going to do with this:



I will homebrew (a) mundane armour, replacing those listed on the PHB's armor-table, which will then later translate to (b) magic armours that have an existing type of mundane armour as their base type. While I'm most interested in mundane armour, I'm also interested in other properties. The focus here is variables to consider before the process of brewing.



I'm solely interested in variables from the RAW. I'm currently unhappy with the flavour of armours and some of the balancing. I'm not trying to homebrew how armours function as a system. So to restructure that system, I require your expertise in analysing that system and its components to keep it functioning without breaking it by not considering variables that are integral to that system.




What I'm looking for in your answers:



A variable described (in one sentence), then a brief explanation about why this variable is to be considered for home-brewing armour, followed by the next variable until the finite number of variables is exhausted.
The best answer is the one that is most comprehensive, exhaustive and correct (RAW).



This is an example of a good answer that is further improved by its comments which I paraphrase:



The material of the armour is significant because there are classes that restrict wearing specific materials and spells that affect specific materials and creatures which have abilities that affect the material.










share|improve this question











$endgroup$




The variables that are clear to me are shown in the Armor-table (PHB 145):



  1. Type of armour: Light, Medium, Heavy (also limits Dex mods).

  2. Cost, commonly displayed in GP.

  3. Armour Class.

  4. Strength prerequisite.

  5. State of disadvantage on Stealth checks.

  6. Weight.

A description of the armour is also necessary. Considerations of which classes have access to the armour types seems necessary. Considerations of worldbuilding implications seem optional. Considerations of the feats that grant access to armours and improve the efficiency of armours (PHB 167-168) appears necessary.



Have I missed any important variables, such as specific class feature interactions with armour?




What I'm going to do with this:



I will homebrew (a) mundane armour, replacing those listed on the PHB's armor-table, which will then later translate to (b) magic armours that have an existing type of mundane armour as their base type. While I'm most interested in mundane armour, I'm also interested in other properties. The focus here is variables to consider before the process of brewing.



I'm solely interested in variables from the RAW. I'm currently unhappy with the flavour of armours and some of the balancing. I'm not trying to homebrew how armours function as a system. So to restructure that system, I require your expertise in analysing that system and its components to keep it functioning without breaking it by not considering variables that are integral to that system.




What I'm looking for in your answers:



A variable described (in one sentence), then a brief explanation about why this variable is to be considered for home-brewing armour, followed by the next variable until the finite number of variables is exhausted.
The best answer is the one that is most comprehensive, exhaustive and correct (RAW).



This is an example of a good answer that is further improved by its comments which I paraphrase:



The material of the armour is significant because there are classes that restrict wearing specific materials and spells that affect specific materials and creatures which have abilities that affect the material.







dnd-5e homebrew armor






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited May 23 at 21:28







Akixkisu

















asked May 18 at 10:12









AkixkisuAkixkisu

3,078742




3,078742







  • 1




    $begingroup$
    @Akixkisu Is this homebrew (a) types of mundane armor, additional to those listed on the PHB's armor table, (b) magic armors that have an existing type of mundane armor as their base type, or (c) magic armors that are of a unique type/have no type of mundane armor as the base?
    $endgroup$
    – Vigil
    May 22 at 10:23







  • 1




    $begingroup$
    @Vigil (a1) types of mundane armour, replacing those listed on the PHB's armor-table, which will then later translate to (b) magic armours that have an existing type of mundane armour as their base type. While I'm most interested in mundane armour, I'm also interested in other properties. The focus here is variables to consider before the process of brewing.
    $endgroup$
    – Akixkisu
    May 22 at 10:41






  • 1




    $begingroup$
    I think I might be understanding what you're looking for, but also why you're not getting it. It feels like you're asking for variables to consider when homebrewing - but you want those variables to consider things outside the current RAW options. I'm not sure we can help with that because it's too broad for us to consider every possible variation for homebrewing. If you're looking for the RAW variables, you're getting them - but if you want to know if something else is balanced, it may be best to present it and ask.
    $endgroup$
    – NautArch
    May 22 at 13:15






  • 2




    $begingroup$
    @Akixkisu So just for the sake of clarity, can you explicitly tell us what kind of further detail you are looking for here? The answers look to my eyes (when taken together) to have a good amount of detail. It would probably help them if you elaborated on specific areas you want improved on.
    $endgroup$
    – Rubiksmoose
    May 22 at 14:07






  • 1




    $begingroup$
    I agree with @Rubiksmoose, if you feel that the current answers lack detail, can you please edit your question to include your criteria for a best answer? Or explicitly state what details you are looking for. This may allow those of us who have already posted answers to expand upon them, better answering your question.
    $endgroup$
    – Liam Morris
    May 22 at 17:05













  • 1




    $begingroup$
    @Akixkisu Is this homebrew (a) types of mundane armor, additional to those listed on the PHB's armor table, (b) magic armors that have an existing type of mundane armor as their base type, or (c) magic armors that are of a unique type/have no type of mundane armor as the base?
    $endgroup$
    – Vigil
    May 22 at 10:23







  • 1




    $begingroup$
    @Vigil (a1) types of mundane armour, replacing those listed on the PHB's armor-table, which will then later translate to (b) magic armours that have an existing type of mundane armour as their base type. While I'm most interested in mundane armour, I'm also interested in other properties. The focus here is variables to consider before the process of brewing.
    $endgroup$
    – Akixkisu
    May 22 at 10:41






  • 1




    $begingroup$
    I think I might be understanding what you're looking for, but also why you're not getting it. It feels like you're asking for variables to consider when homebrewing - but you want those variables to consider things outside the current RAW options. I'm not sure we can help with that because it's too broad for us to consider every possible variation for homebrewing. If you're looking for the RAW variables, you're getting them - but if you want to know if something else is balanced, it may be best to present it and ask.
    $endgroup$
    – NautArch
    May 22 at 13:15






  • 2




    $begingroup$
    @Akixkisu So just for the sake of clarity, can you explicitly tell us what kind of further detail you are looking for here? The answers look to my eyes (when taken together) to have a good amount of detail. It would probably help them if you elaborated on specific areas you want improved on.
    $endgroup$
    – Rubiksmoose
    May 22 at 14:07






  • 1




    $begingroup$
    I agree with @Rubiksmoose, if you feel that the current answers lack detail, can you please edit your question to include your criteria for a best answer? Or explicitly state what details you are looking for. This may allow those of us who have already posted answers to expand upon them, better answering your question.
    $endgroup$
    – Liam Morris
    May 22 at 17:05








1




1




$begingroup$
@Akixkisu Is this homebrew (a) types of mundane armor, additional to those listed on the PHB's armor table, (b) magic armors that have an existing type of mundane armor as their base type, or (c) magic armors that are of a unique type/have no type of mundane armor as the base?
$endgroup$
– Vigil
May 22 at 10:23





$begingroup$
@Akixkisu Is this homebrew (a) types of mundane armor, additional to those listed on the PHB's armor table, (b) magic armors that have an existing type of mundane armor as their base type, or (c) magic armors that are of a unique type/have no type of mundane armor as the base?
$endgroup$
– Vigil
May 22 at 10:23





1




1




$begingroup$
@Vigil (a1) types of mundane armour, replacing those listed on the PHB's armor-table, which will then later translate to (b) magic armours that have an existing type of mundane armour as their base type. While I'm most interested in mundane armour, I'm also interested in other properties. The focus here is variables to consider before the process of brewing.
$endgroup$
– Akixkisu
May 22 at 10:41




$begingroup$
@Vigil (a1) types of mundane armour, replacing those listed on the PHB's armor-table, which will then later translate to (b) magic armours that have an existing type of mundane armour as their base type. While I'm most interested in mundane armour, I'm also interested in other properties. The focus here is variables to consider before the process of brewing.
$endgroup$
– Akixkisu
May 22 at 10:41




1




1




$begingroup$
I think I might be understanding what you're looking for, but also why you're not getting it. It feels like you're asking for variables to consider when homebrewing - but you want those variables to consider things outside the current RAW options. I'm not sure we can help with that because it's too broad for us to consider every possible variation for homebrewing. If you're looking for the RAW variables, you're getting them - but if you want to know if something else is balanced, it may be best to present it and ask.
$endgroup$
– NautArch
May 22 at 13:15




$begingroup$
I think I might be understanding what you're looking for, but also why you're not getting it. It feels like you're asking for variables to consider when homebrewing - but you want those variables to consider things outside the current RAW options. I'm not sure we can help with that because it's too broad for us to consider every possible variation for homebrewing. If you're looking for the RAW variables, you're getting them - but if you want to know if something else is balanced, it may be best to present it and ask.
$endgroup$
– NautArch
May 22 at 13:15




2




2




$begingroup$
@Akixkisu So just for the sake of clarity, can you explicitly tell us what kind of further detail you are looking for here? The answers look to my eyes (when taken together) to have a good amount of detail. It would probably help them if you elaborated on specific areas you want improved on.
$endgroup$
– Rubiksmoose
May 22 at 14:07




$begingroup$
@Akixkisu So just for the sake of clarity, can you explicitly tell us what kind of further detail you are looking for here? The answers look to my eyes (when taken together) to have a good amount of detail. It would probably help them if you elaborated on specific areas you want improved on.
$endgroup$
– Rubiksmoose
May 22 at 14:07




1




1




$begingroup$
I agree with @Rubiksmoose, if you feel that the current answers lack detail, can you please edit your question to include your criteria for a best answer? Or explicitly state what details you are looking for. This may allow those of us who have already posted answers to expand upon them, better answering your question.
$endgroup$
– Liam Morris
May 22 at 17:05





$begingroup$
I agree with @Rubiksmoose, if you feel that the current answers lack detail, can you please edit your question to include your criteria for a best answer? Or explicitly state what details you are looking for. This may allow those of us who have already posted answers to expand upon them, better answering your question.
$endgroup$
– Liam Morris
May 22 at 17:05











7 Answers
7






active

oldest

votes


















2





+50







$begingroup$

The most important thing to consider is maximum attainable AC.



There is a clear hierarchy in the standard armor sets in the PHB. Heavy armor grants the best potential AC, while Medium and Light armor provide less but roughly equal AC, albeith with light armor requiring much higher dexterity to accomplish said maximum. Plate grants 18 AC versus 17 AC from both half plate (15+2) and studded leather (12+5).



Low level armor follows a similar pattern, albeit with medium armor performing a bit better. Chain mail provides 16, as does scale mail (14+2), while studded leather provides 15 AC(12+3) with the maximum starting dexterity of 16.



In general, no armor should allow for a higher maximum AC than the three top-tier armors of each category. An exception could be made for armor with a significant drawback, or armor only usable with a specific class feature or feat, in which case the bonus AC should be considered a part of that feature.



The reason this maximum is so important is the bounded AC of 5th edition. Getting even +1 AC is a very rare thing, and AC becomes exponentially more powerful the higher your AC already is. For example, say you have a high level Paladin, who has taken the defense fighting style, adamantine plate armor, a +3 shield, constantly uses Shield of Faith, and through whatever means (feat or 1 class level) also has access to the Shield spell. All told, they have a base AC of 24, an enhanced AC of 26, and a emergency AC of 31.



If you allowed that player to get an extra +1 AC on top of all of that, you might think, "Well, there's only a 5% chance each time they're attacked the AC will even matter, so it's not a big bonus." However, that's not how the math actually works out.



Let's say for example an balor tries to attack this paladin. At this level the paladin probably has plenty of low level spell slots to burn on this kind of thing, so we'll use 31 AC as the target. The balor has +14 to hit, which means they need to roll a 17 to hit through the shield spell. In other words, in 16 out of 20 cases, the balor does 0 damage. In the other four cases (17-20) it does normal damage (no crits due to adamantine). On average, that means the balor does 4/20 = 20% of it's attack damage per attack.



Now lets say the paladin is able to buy some fancy form of armor that grants an extra point of AC over plate. Now their AC with everything is 32, and the balor needs to roll a 18 to hit, and our formula changes to: 3/20 = 15% of it's attack damage per attack. That 5% smaller chance to be hit actually translates into 25% less damage taken overall. If they could somehow squeeze out an extra +1 AC on top of that, 2/20 = 10% attack damage, or half as much damage taken compared to when they had just 2 AC less.






share|improve this answer









$endgroup$




















    13












    $begingroup$

    Whether it is made of metal



    Druids care about this aspect a lot:




    Armor: Light armor, medium armor, shields (druids will not wear armor [....] made of metal) - PHB p65







    share|improve this answer











    $endgroup$












    • $begingroup$
      Druids also care a lot about whether their opponent's armor is made of metal, because of their Heat Metal spell.
      $endgroup$
      – Ryan Thompson
      May 23 at 0:57










    • $begingroup$
      @RyanThompson their AC comes up much more often than a mediocre spell.
      $endgroup$
      – András
      May 23 at 9:40






    • 1




      $begingroup$
      There are also some creatures with special abilities (and a spell) that work better on a target wearing metal armor. Gray Ooze, Lava Child, Rust Monster, and the spell Shocking Grasp among others.
      $endgroup$
      – guildsbounty
      May 23 at 16:51


















    10












    $begingroup$

    Magical Effects or Special Properties



    One of the major things to consider are any magical effects or special properties the item possesses. Chapter 7 of the Dungeon Master’s Guide (DMG) focuses on treasure and rewards, including magical items.



    Pages 141-143 detail special properties an item may possess. Whilst this section of the book is focusing on magical items, you as the DM could rule an item has one of these special properties but is not magical. For example, a helmet may have been designed for a cloud giant, making it too large for a medium sized creature to use. Plate armour that's not properly fitted may have the painful property. A shield may have an in-built compass or sundial.



    Size and Shape



    Following up from that, the size and shape of a weapon or piece of armour may be something to consider. Pages 140 and 141 of the DMG state, under "Wearing or Wielding Items", that:




    In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or the: magically adjust themselves to the wearer.



    Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, armor made by the drow might fit elves only. Dwarves might make item only useable by Dwarf-sized and dwarf-shaped characters.



    When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear boots




    Again, this is only considering magical items. A non-magical item will not will not magically adjust its size or shape (though an armour smith may be able to adjust the piece for you, for a fee). Below is a variant rule from page 144 of the Player’s Handbook which details how size may be important for armour:




    Variant: Equipment Sizes



    In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armour, and a gnome would be swallowed up in a cloud giant's elegant robe.



    The DM can impose more realism. For example, a suit of plate armour made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.



    Using this variant, when adventurers find armour, clothing. and similar items that are made to be worn, they might need to visit an armour smith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 x 10 or determine the increase in cost based on the extent of the alterations required.




    How It's Used



    For armour, this seems fairly obvious, you wear it and gain the AC bonus. However, certain design features, told to the players when describing the armour, may warrant a special feature, as described above. For example, gauntlets with spikes on the knuckles may add +1 damage (piercing) to an unarmed strike.



    A parrying dagger or sword breaker (it doesn’t actually break swords) may grant increased AC as they are used, mechanically speaking, like a shield. However, they would still have the 1d4 piercing damage a dagger does.



    Roleplaying Elements



    Finally, whilst not a hard-and-fast rule, you could make your items more interesting by attaching roleplay elements to them.



    For example, a fun idea could be to offer the player’s a normal shield with a yellow square painted in the centre, taking inspiration from Heraldry and Abatements. Whilst the yellow square does not offer any mechanical advantages or disadvantages, in history, a person with a big yellow blotch on their shield was easily identified as a coward. This could lead to some unique roleplaying opportunities, such as people mocking the owner of the shield. Or, wearing armour bearing alliance to an enemy army, a cult of necromancers or the Thieves Guild may cause guards of a city to attack or arrest you. It could also be done in reverse, giving the player’s the weapon or armour that an ancient hero once owned, again, allowing for unique roleplaying opportunities.






    share|improve this answer











    $endgroup$




















      4












      $begingroup$

      Based off the question, I could not really tell if you had implicitly covered this, but have you considered the rarity of the armor?



      You listed the cost (in GP), which should pretty easily determine the rarity of the armor. I am pretty sure you are considering this, but how likely are the players to just come across this armor in a normal enemy encounter or in some slightly out of the way storage room?



      Is this armor one-of-a-kind, a dime-a-dozen, or somewhere in between?




      $beginarray
      hline
      textbfRarity & textbfCharacter Level & textbfBonus & textbfValue \
      hline
      textCommon & text1st or higher & – & 50–100,textgp \
      textUncommon & text1st or higher & – & 101–500,textgp \
      textRare & text5th or higher & +1 & 501–5,000,textgp \
      textVery rare & text11th or higher & +2 & 5,001–50,000,textgp \
      textLegendary & text17th or higher & +3 & 50,001+,textgp \
      hline
      endarray
      $




      With all the considerations you listed, I am sure you are already determining if the armor is balanced, but balance is definitely something that it seems a lot of people overlook until it is too late and a player breaks the game with some minor detail.



      I hope this helps you as you create the armor!






      share|improve this answer











      $endgroup$








      • 4




        $begingroup$
        Welcome to rpg.se! Take the tour and visit the help center if you haven't already. This is a good answer, you could possibly improve it by cited some of the rules on rarity as well. Thanks for contributing and happy gaming!
        $endgroup$
        – linksassin
        May 22 at 5:17


















      4












      $begingroup$

      Which enchantments are valid on the armor.



      Many magical items in the DMG call out specific types of armor that they might be found on. If you homebrew armor, you'll have to make decisions on which armor-types might be enchanted with which options.



      For example, Mithral Armor requires (medium or heavy, but not hide), which is a fancy way of saying "primarily made of metal", but if your new armor type is a Medium armor made from plants, then it likely wouldn't qualify for this "enchantment", which really is more like a special material.



      Another example, Demon Armor is a form of Plate armor, which means you won't be able to use the enchantment if you replace the existing armor types, unless you decide which new type(s) will be allowed to hold it.






      share|improve this answer









      $endgroup$




















        2












        $begingroup$

        Another thing to remember is how core armors are balanced.



        If you include an type of light armor with an AC of 13 + Dexterity bonus as a step above studded leather (before enhancements), regardless of price tag, you have effectively rendered medium armor and the Medium Armor Master feat useless, because there is an intentional design reason that the best non-magical armor in 5e is 1 point weaker than mage armor.



        That reason: to give Strength-based builds a defensive advantage over Dexterity-based ones ones to compensate for Dexterity's other defensive benefits. This supports Strength-based fighters and paladins, which in turn supports the trope of the plate-clad tank you see defending their allies from the front lines in most video games or fantasy fiction.






        share|improve this answer











        $endgroup$








        • 2




          $begingroup$
          I think you may be onto something here with regard to how feats interact - but the way you've stated it now involves a lot of supposition regarding design reasons that you haven't supported (and not sure you can). But focusing on making sure feats still interact appropriately may be helpful to OP>
          $endgroup$
          – NautArch
          May 22 at 16:43











        • $begingroup$
          either way: the important part is to consider feat interactions and to consider the balance against other published armors. i made the mistake of accidentally slaughtering medium armor when i made Spidersilk. which was a light armor that provided an AC of 13 + Dexterity Bonus, had no Stealth Disadvantage, had no weight and Didn't require proficiency as a nonmagical Alternative to mage armor for Fey mages. it ended up being mostly used by Rogues and Rangers.
          $endgroup$
          – Umbrie Shadowsong
          May 24 at 2:03


















        0












        $begingroup$

        At risk of missing what you're trying to accomplish, the Angry GM basically rewrote the entire armor table for one of his campaigns. It may have some of the insight you're looking for.



        • Drowning in Armor Systems (Part 1)

        • Drowning in Armor Systems (Part 2)

        • The Angry Armor Table

        My own personal guidelines from trying to create a more satisfactory weapons table are this:



        Use the given armors to try to establish base costs for each feature (this covers type, AC, cost, weight, stealth, Str reqs, etc). I.E., Light/medium/heavy armors should have a point budget of X, each point of AC above Y costs Z points, various features give +/-W points.



        Don't sweat the edge cases too much. Perfect game balance in a complicated game like D&D is a myth; that's why Blizzard is always tweaking WoW and Overwatch.






        share|improve this answer











        $endgroup$












        • $begingroup$
          While the intent of the resource is entirely different from mine, it has excellent insight into the components that make the armour system.
          $endgroup$
          – Akixkisu
          May 23 at 22:26











        Your Answer








        StackExchange.ready(function()
        var channelOptions =
        tags: "".split(" "),
        id: "122"
        ;
        initTagRenderer("".split(" "), "".split(" "), channelOptions);

        StackExchange.using("externalEditor", function()
        // Have to fire editor after snippets, if snippets enabled
        if (StackExchange.settings.snippets.snippetsEnabled)
        StackExchange.using("snippets", function()
        createEditor();
        );

        else
        createEditor();

        );

        function createEditor()
        StackExchange.prepareEditor(
        heartbeatType: 'answer',
        autoActivateHeartbeat: false,
        convertImagesToLinks: false,
        noModals: true,
        showLowRepImageUploadWarning: true,
        reputationToPostImages: null,
        bindNavPrevention: true,
        postfix: "",
        imageUploader:
        brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
        contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
        allowUrls: true
        ,
        noCode: true, onDemand: true,
        discardSelector: ".discard-answer"
        ,immediatelyShowMarkdownHelp:true
        );



        );













        draft saved

        draft discarded


















        StackExchange.ready(
        function ()
        StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f148270%2fwhat-variables-do-i-have-to-take-into-consideration-when-i-homebrew-armour%23new-answer', 'question_page');

        );

        Post as a guest















        Required, but never shown

























        7 Answers
        7






        active

        oldest

        votes








        7 Answers
        7






        active

        oldest

        votes









        active

        oldest

        votes






        active

        oldest

        votes









        2





        +50







        $begingroup$

        The most important thing to consider is maximum attainable AC.



        There is a clear hierarchy in the standard armor sets in the PHB. Heavy armor grants the best potential AC, while Medium and Light armor provide less but roughly equal AC, albeith with light armor requiring much higher dexterity to accomplish said maximum. Plate grants 18 AC versus 17 AC from both half plate (15+2) and studded leather (12+5).



        Low level armor follows a similar pattern, albeit with medium armor performing a bit better. Chain mail provides 16, as does scale mail (14+2), while studded leather provides 15 AC(12+3) with the maximum starting dexterity of 16.



        In general, no armor should allow for a higher maximum AC than the three top-tier armors of each category. An exception could be made for armor with a significant drawback, or armor only usable with a specific class feature or feat, in which case the bonus AC should be considered a part of that feature.



        The reason this maximum is so important is the bounded AC of 5th edition. Getting even +1 AC is a very rare thing, and AC becomes exponentially more powerful the higher your AC already is. For example, say you have a high level Paladin, who has taken the defense fighting style, adamantine plate armor, a +3 shield, constantly uses Shield of Faith, and through whatever means (feat or 1 class level) also has access to the Shield spell. All told, they have a base AC of 24, an enhanced AC of 26, and a emergency AC of 31.



        If you allowed that player to get an extra +1 AC on top of all of that, you might think, "Well, there's only a 5% chance each time they're attacked the AC will even matter, so it's not a big bonus." However, that's not how the math actually works out.



        Let's say for example an balor tries to attack this paladin. At this level the paladin probably has plenty of low level spell slots to burn on this kind of thing, so we'll use 31 AC as the target. The balor has +14 to hit, which means they need to roll a 17 to hit through the shield spell. In other words, in 16 out of 20 cases, the balor does 0 damage. In the other four cases (17-20) it does normal damage (no crits due to adamantine). On average, that means the balor does 4/20 = 20% of it's attack damage per attack.



        Now lets say the paladin is able to buy some fancy form of armor that grants an extra point of AC over plate. Now their AC with everything is 32, and the balor needs to roll a 18 to hit, and our formula changes to: 3/20 = 15% of it's attack damage per attack. That 5% smaller chance to be hit actually translates into 25% less damage taken overall. If they could somehow squeeze out an extra +1 AC on top of that, 2/20 = 10% attack damage, or half as much damage taken compared to when they had just 2 AC less.






        share|improve this answer









        $endgroup$

















          2





          +50







          $begingroup$

          The most important thing to consider is maximum attainable AC.



          There is a clear hierarchy in the standard armor sets in the PHB. Heavy armor grants the best potential AC, while Medium and Light armor provide less but roughly equal AC, albeith with light armor requiring much higher dexterity to accomplish said maximum. Plate grants 18 AC versus 17 AC from both half plate (15+2) and studded leather (12+5).



          Low level armor follows a similar pattern, albeit with medium armor performing a bit better. Chain mail provides 16, as does scale mail (14+2), while studded leather provides 15 AC(12+3) with the maximum starting dexterity of 16.



          In general, no armor should allow for a higher maximum AC than the three top-tier armors of each category. An exception could be made for armor with a significant drawback, or armor only usable with a specific class feature or feat, in which case the bonus AC should be considered a part of that feature.



          The reason this maximum is so important is the bounded AC of 5th edition. Getting even +1 AC is a very rare thing, and AC becomes exponentially more powerful the higher your AC already is. For example, say you have a high level Paladin, who has taken the defense fighting style, adamantine plate armor, a +3 shield, constantly uses Shield of Faith, and through whatever means (feat or 1 class level) also has access to the Shield spell. All told, they have a base AC of 24, an enhanced AC of 26, and a emergency AC of 31.



          If you allowed that player to get an extra +1 AC on top of all of that, you might think, "Well, there's only a 5% chance each time they're attacked the AC will even matter, so it's not a big bonus." However, that's not how the math actually works out.



          Let's say for example an balor tries to attack this paladin. At this level the paladin probably has plenty of low level spell slots to burn on this kind of thing, so we'll use 31 AC as the target. The balor has +14 to hit, which means they need to roll a 17 to hit through the shield spell. In other words, in 16 out of 20 cases, the balor does 0 damage. In the other four cases (17-20) it does normal damage (no crits due to adamantine). On average, that means the balor does 4/20 = 20% of it's attack damage per attack.



          Now lets say the paladin is able to buy some fancy form of armor that grants an extra point of AC over plate. Now their AC with everything is 32, and the balor needs to roll a 18 to hit, and our formula changes to: 3/20 = 15% of it's attack damage per attack. That 5% smaller chance to be hit actually translates into 25% less damage taken overall. If they could somehow squeeze out an extra +1 AC on top of that, 2/20 = 10% attack damage, or half as much damage taken compared to when they had just 2 AC less.






          share|improve this answer









          $endgroup$















            2





            +50







            2





            +50



            2




            +50



            $begingroup$

            The most important thing to consider is maximum attainable AC.



            There is a clear hierarchy in the standard armor sets in the PHB. Heavy armor grants the best potential AC, while Medium and Light armor provide less but roughly equal AC, albeith with light armor requiring much higher dexterity to accomplish said maximum. Plate grants 18 AC versus 17 AC from both half plate (15+2) and studded leather (12+5).



            Low level armor follows a similar pattern, albeit with medium armor performing a bit better. Chain mail provides 16, as does scale mail (14+2), while studded leather provides 15 AC(12+3) with the maximum starting dexterity of 16.



            In general, no armor should allow for a higher maximum AC than the three top-tier armors of each category. An exception could be made for armor with a significant drawback, or armor only usable with a specific class feature or feat, in which case the bonus AC should be considered a part of that feature.



            The reason this maximum is so important is the bounded AC of 5th edition. Getting even +1 AC is a very rare thing, and AC becomes exponentially more powerful the higher your AC already is. For example, say you have a high level Paladin, who has taken the defense fighting style, adamantine plate armor, a +3 shield, constantly uses Shield of Faith, and through whatever means (feat or 1 class level) also has access to the Shield spell. All told, they have a base AC of 24, an enhanced AC of 26, and a emergency AC of 31.



            If you allowed that player to get an extra +1 AC on top of all of that, you might think, "Well, there's only a 5% chance each time they're attacked the AC will even matter, so it's not a big bonus." However, that's not how the math actually works out.



            Let's say for example an balor tries to attack this paladin. At this level the paladin probably has plenty of low level spell slots to burn on this kind of thing, so we'll use 31 AC as the target. The balor has +14 to hit, which means they need to roll a 17 to hit through the shield spell. In other words, in 16 out of 20 cases, the balor does 0 damage. In the other four cases (17-20) it does normal damage (no crits due to adamantine). On average, that means the balor does 4/20 = 20% of it's attack damage per attack.



            Now lets say the paladin is able to buy some fancy form of armor that grants an extra point of AC over plate. Now their AC with everything is 32, and the balor needs to roll a 18 to hit, and our formula changes to: 3/20 = 15% of it's attack damage per attack. That 5% smaller chance to be hit actually translates into 25% less damage taken overall. If they could somehow squeeze out an extra +1 AC on top of that, 2/20 = 10% attack damage, or half as much damage taken compared to when they had just 2 AC less.






            share|improve this answer









            $endgroup$



            The most important thing to consider is maximum attainable AC.



            There is a clear hierarchy in the standard armor sets in the PHB. Heavy armor grants the best potential AC, while Medium and Light armor provide less but roughly equal AC, albeith with light armor requiring much higher dexterity to accomplish said maximum. Plate grants 18 AC versus 17 AC from both half plate (15+2) and studded leather (12+5).



            Low level armor follows a similar pattern, albeit with medium armor performing a bit better. Chain mail provides 16, as does scale mail (14+2), while studded leather provides 15 AC(12+3) with the maximum starting dexterity of 16.



            In general, no armor should allow for a higher maximum AC than the three top-tier armors of each category. An exception could be made for armor with a significant drawback, or armor only usable with a specific class feature or feat, in which case the bonus AC should be considered a part of that feature.



            The reason this maximum is so important is the bounded AC of 5th edition. Getting even +1 AC is a very rare thing, and AC becomes exponentially more powerful the higher your AC already is. For example, say you have a high level Paladin, who has taken the defense fighting style, adamantine plate armor, a +3 shield, constantly uses Shield of Faith, and through whatever means (feat or 1 class level) also has access to the Shield spell. All told, they have a base AC of 24, an enhanced AC of 26, and a emergency AC of 31.



            If you allowed that player to get an extra +1 AC on top of all of that, you might think, "Well, there's only a 5% chance each time they're attacked the AC will even matter, so it's not a big bonus." However, that's not how the math actually works out.



            Let's say for example an balor tries to attack this paladin. At this level the paladin probably has plenty of low level spell slots to burn on this kind of thing, so we'll use 31 AC as the target. The balor has +14 to hit, which means they need to roll a 17 to hit through the shield spell. In other words, in 16 out of 20 cases, the balor does 0 damage. In the other four cases (17-20) it does normal damage (no crits due to adamantine). On average, that means the balor does 4/20 = 20% of it's attack damage per attack.



            Now lets say the paladin is able to buy some fancy form of armor that grants an extra point of AC over plate. Now their AC with everything is 32, and the balor needs to roll a 18 to hit, and our formula changes to: 3/20 = 15% of it's attack damage per attack. That 5% smaller chance to be hit actually translates into 25% less damage taken overall. If they could somehow squeeze out an extra +1 AC on top of that, 2/20 = 10% attack damage, or half as much damage taken compared to when they had just 2 AC less.







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered May 23 at 16:40









            AgentPaperAgentPaper

            5,47522750




            5,47522750























                13












                $begingroup$

                Whether it is made of metal



                Druids care about this aspect a lot:




                Armor: Light armor, medium armor, shields (druids will not wear armor [....] made of metal) - PHB p65







                share|improve this answer











                $endgroup$












                • $begingroup$
                  Druids also care a lot about whether their opponent's armor is made of metal, because of their Heat Metal spell.
                  $endgroup$
                  – Ryan Thompson
                  May 23 at 0:57










                • $begingroup$
                  @RyanThompson their AC comes up much more often than a mediocre spell.
                  $endgroup$
                  – András
                  May 23 at 9:40






                • 1




                  $begingroup$
                  There are also some creatures with special abilities (and a spell) that work better on a target wearing metal armor. Gray Ooze, Lava Child, Rust Monster, and the spell Shocking Grasp among others.
                  $endgroup$
                  – guildsbounty
                  May 23 at 16:51















                13












                $begingroup$

                Whether it is made of metal



                Druids care about this aspect a lot:




                Armor: Light armor, medium armor, shields (druids will not wear armor [....] made of metal) - PHB p65







                share|improve this answer











                $endgroup$












                • $begingroup$
                  Druids also care a lot about whether their opponent's armor is made of metal, because of their Heat Metal spell.
                  $endgroup$
                  – Ryan Thompson
                  May 23 at 0:57










                • $begingroup$
                  @RyanThompson their AC comes up much more often than a mediocre spell.
                  $endgroup$
                  – András
                  May 23 at 9:40






                • 1




                  $begingroup$
                  There are also some creatures with special abilities (and a spell) that work better on a target wearing metal armor. Gray Ooze, Lava Child, Rust Monster, and the spell Shocking Grasp among others.
                  $endgroup$
                  – guildsbounty
                  May 23 at 16:51













                13












                13








                13





                $begingroup$

                Whether it is made of metal



                Druids care about this aspect a lot:




                Armor: Light armor, medium armor, shields (druids will not wear armor [....] made of metal) - PHB p65







                share|improve this answer











                $endgroup$



                Whether it is made of metal



                Druids care about this aspect a lot:




                Armor: Light armor, medium armor, shields (druids will not wear armor [....] made of metal) - PHB p65








                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited May 22 at 12:30

























                answered May 18 at 12:10









                AndrásAndrás

                30.4k18114215




                30.4k18114215











                • $begingroup$
                  Druids also care a lot about whether their opponent's armor is made of metal, because of their Heat Metal spell.
                  $endgroup$
                  – Ryan Thompson
                  May 23 at 0:57










                • $begingroup$
                  @RyanThompson their AC comes up much more often than a mediocre spell.
                  $endgroup$
                  – András
                  May 23 at 9:40






                • 1




                  $begingroup$
                  There are also some creatures with special abilities (and a spell) that work better on a target wearing metal armor. Gray Ooze, Lava Child, Rust Monster, and the spell Shocking Grasp among others.
                  $endgroup$
                  – guildsbounty
                  May 23 at 16:51
















                • $begingroup$
                  Druids also care a lot about whether their opponent's armor is made of metal, because of their Heat Metal spell.
                  $endgroup$
                  – Ryan Thompson
                  May 23 at 0:57










                • $begingroup$
                  @RyanThompson their AC comes up much more often than a mediocre spell.
                  $endgroup$
                  – András
                  May 23 at 9:40






                • 1




                  $begingroup$
                  There are also some creatures with special abilities (and a spell) that work better on a target wearing metal armor. Gray Ooze, Lava Child, Rust Monster, and the spell Shocking Grasp among others.
                  $endgroup$
                  – guildsbounty
                  May 23 at 16:51















                $begingroup$
                Druids also care a lot about whether their opponent's armor is made of metal, because of their Heat Metal spell.
                $endgroup$
                – Ryan Thompson
                May 23 at 0:57




                $begingroup$
                Druids also care a lot about whether their opponent's armor is made of metal, because of their Heat Metal spell.
                $endgroup$
                – Ryan Thompson
                May 23 at 0:57












                $begingroup$
                @RyanThompson their AC comes up much more often than a mediocre spell.
                $endgroup$
                – András
                May 23 at 9:40




                $begingroup$
                @RyanThompson their AC comes up much more often than a mediocre spell.
                $endgroup$
                – András
                May 23 at 9:40




                1




                1




                $begingroup$
                There are also some creatures with special abilities (and a spell) that work better on a target wearing metal armor. Gray Ooze, Lava Child, Rust Monster, and the spell Shocking Grasp among others.
                $endgroup$
                – guildsbounty
                May 23 at 16:51




                $begingroup$
                There are also some creatures with special abilities (and a spell) that work better on a target wearing metal armor. Gray Ooze, Lava Child, Rust Monster, and the spell Shocking Grasp among others.
                $endgroup$
                – guildsbounty
                May 23 at 16:51











                10












                $begingroup$

                Magical Effects or Special Properties



                One of the major things to consider are any magical effects or special properties the item possesses. Chapter 7 of the Dungeon Master’s Guide (DMG) focuses on treasure and rewards, including magical items.



                Pages 141-143 detail special properties an item may possess. Whilst this section of the book is focusing on magical items, you as the DM could rule an item has one of these special properties but is not magical. For example, a helmet may have been designed for a cloud giant, making it too large for a medium sized creature to use. Plate armour that's not properly fitted may have the painful property. A shield may have an in-built compass or sundial.



                Size and Shape



                Following up from that, the size and shape of a weapon or piece of armour may be something to consider. Pages 140 and 141 of the DMG state, under "Wearing or Wielding Items", that:




                In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or the: magically adjust themselves to the wearer.



                Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, armor made by the drow might fit elves only. Dwarves might make item only useable by Dwarf-sized and dwarf-shaped characters.



                When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear boots




                Again, this is only considering magical items. A non-magical item will not will not magically adjust its size or shape (though an armour smith may be able to adjust the piece for you, for a fee). Below is a variant rule from page 144 of the Player’s Handbook which details how size may be important for armour:




                Variant: Equipment Sizes



                In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armour, and a gnome would be swallowed up in a cloud giant's elegant robe.



                The DM can impose more realism. For example, a suit of plate armour made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.



                Using this variant, when adventurers find armour, clothing. and similar items that are made to be worn, they might need to visit an armour smith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 x 10 or determine the increase in cost based on the extent of the alterations required.




                How It's Used



                For armour, this seems fairly obvious, you wear it and gain the AC bonus. However, certain design features, told to the players when describing the armour, may warrant a special feature, as described above. For example, gauntlets with spikes on the knuckles may add +1 damage (piercing) to an unarmed strike.



                A parrying dagger or sword breaker (it doesn’t actually break swords) may grant increased AC as they are used, mechanically speaking, like a shield. However, they would still have the 1d4 piercing damage a dagger does.



                Roleplaying Elements



                Finally, whilst not a hard-and-fast rule, you could make your items more interesting by attaching roleplay elements to them.



                For example, a fun idea could be to offer the player’s a normal shield with a yellow square painted in the centre, taking inspiration from Heraldry and Abatements. Whilst the yellow square does not offer any mechanical advantages or disadvantages, in history, a person with a big yellow blotch on their shield was easily identified as a coward. This could lead to some unique roleplaying opportunities, such as people mocking the owner of the shield. Or, wearing armour bearing alliance to an enemy army, a cult of necromancers or the Thieves Guild may cause guards of a city to attack or arrest you. It could also be done in reverse, giving the player’s the weapon or armour that an ancient hero once owned, again, allowing for unique roleplaying opportunities.






                share|improve this answer











                $endgroup$

















                  10












                  $begingroup$

                  Magical Effects or Special Properties



                  One of the major things to consider are any magical effects or special properties the item possesses. Chapter 7 of the Dungeon Master’s Guide (DMG) focuses on treasure and rewards, including magical items.



                  Pages 141-143 detail special properties an item may possess. Whilst this section of the book is focusing on magical items, you as the DM could rule an item has one of these special properties but is not magical. For example, a helmet may have been designed for a cloud giant, making it too large for a medium sized creature to use. Plate armour that's not properly fitted may have the painful property. A shield may have an in-built compass or sundial.



                  Size and Shape



                  Following up from that, the size and shape of a weapon or piece of armour may be something to consider. Pages 140 and 141 of the DMG state, under "Wearing or Wielding Items", that:




                  In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or the: magically adjust themselves to the wearer.



                  Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, armor made by the drow might fit elves only. Dwarves might make item only useable by Dwarf-sized and dwarf-shaped characters.



                  When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear boots




                  Again, this is only considering magical items. A non-magical item will not will not magically adjust its size or shape (though an armour smith may be able to adjust the piece for you, for a fee). Below is a variant rule from page 144 of the Player’s Handbook which details how size may be important for armour:




                  Variant: Equipment Sizes



                  In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armour, and a gnome would be swallowed up in a cloud giant's elegant robe.



                  The DM can impose more realism. For example, a suit of plate armour made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.



                  Using this variant, when adventurers find armour, clothing. and similar items that are made to be worn, they might need to visit an armour smith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 x 10 or determine the increase in cost based on the extent of the alterations required.




                  How It's Used



                  For armour, this seems fairly obvious, you wear it and gain the AC bonus. However, certain design features, told to the players when describing the armour, may warrant a special feature, as described above. For example, gauntlets with spikes on the knuckles may add +1 damage (piercing) to an unarmed strike.



                  A parrying dagger or sword breaker (it doesn’t actually break swords) may grant increased AC as they are used, mechanically speaking, like a shield. However, they would still have the 1d4 piercing damage a dagger does.



                  Roleplaying Elements



                  Finally, whilst not a hard-and-fast rule, you could make your items more interesting by attaching roleplay elements to them.



                  For example, a fun idea could be to offer the player’s a normal shield with a yellow square painted in the centre, taking inspiration from Heraldry and Abatements. Whilst the yellow square does not offer any mechanical advantages or disadvantages, in history, a person with a big yellow blotch on their shield was easily identified as a coward. This could lead to some unique roleplaying opportunities, such as people mocking the owner of the shield. Or, wearing armour bearing alliance to an enemy army, a cult of necromancers or the Thieves Guild may cause guards of a city to attack or arrest you. It could also be done in reverse, giving the player’s the weapon or armour that an ancient hero once owned, again, allowing for unique roleplaying opportunities.






                  share|improve this answer











                  $endgroup$















                    10












                    10








                    10





                    $begingroup$

                    Magical Effects or Special Properties



                    One of the major things to consider are any magical effects or special properties the item possesses. Chapter 7 of the Dungeon Master’s Guide (DMG) focuses on treasure and rewards, including magical items.



                    Pages 141-143 detail special properties an item may possess. Whilst this section of the book is focusing on magical items, you as the DM could rule an item has one of these special properties but is not magical. For example, a helmet may have been designed for a cloud giant, making it too large for a medium sized creature to use. Plate armour that's not properly fitted may have the painful property. A shield may have an in-built compass or sundial.



                    Size and Shape



                    Following up from that, the size and shape of a weapon or piece of armour may be something to consider. Pages 140 and 141 of the DMG state, under "Wearing or Wielding Items", that:




                    In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or the: magically adjust themselves to the wearer.



                    Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, armor made by the drow might fit elves only. Dwarves might make item only useable by Dwarf-sized and dwarf-shaped characters.



                    When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear boots




                    Again, this is only considering magical items. A non-magical item will not will not magically adjust its size or shape (though an armour smith may be able to adjust the piece for you, for a fee). Below is a variant rule from page 144 of the Player’s Handbook which details how size may be important for armour:




                    Variant: Equipment Sizes



                    In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armour, and a gnome would be swallowed up in a cloud giant's elegant robe.



                    The DM can impose more realism. For example, a suit of plate armour made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.



                    Using this variant, when adventurers find armour, clothing. and similar items that are made to be worn, they might need to visit an armour smith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 x 10 or determine the increase in cost based on the extent of the alterations required.




                    How It's Used



                    For armour, this seems fairly obvious, you wear it and gain the AC bonus. However, certain design features, told to the players when describing the armour, may warrant a special feature, as described above. For example, gauntlets with spikes on the knuckles may add +1 damage (piercing) to an unarmed strike.



                    A parrying dagger or sword breaker (it doesn’t actually break swords) may grant increased AC as they are used, mechanically speaking, like a shield. However, they would still have the 1d4 piercing damage a dagger does.



                    Roleplaying Elements



                    Finally, whilst not a hard-and-fast rule, you could make your items more interesting by attaching roleplay elements to them.



                    For example, a fun idea could be to offer the player’s a normal shield with a yellow square painted in the centre, taking inspiration from Heraldry and Abatements. Whilst the yellow square does not offer any mechanical advantages or disadvantages, in history, a person with a big yellow blotch on their shield was easily identified as a coward. This could lead to some unique roleplaying opportunities, such as people mocking the owner of the shield. Or, wearing armour bearing alliance to an enemy army, a cult of necromancers or the Thieves Guild may cause guards of a city to attack or arrest you. It could also be done in reverse, giving the player’s the weapon or armour that an ancient hero once owned, again, allowing for unique roleplaying opportunities.






                    share|improve this answer











                    $endgroup$



                    Magical Effects or Special Properties



                    One of the major things to consider are any magical effects or special properties the item possesses. Chapter 7 of the Dungeon Master’s Guide (DMG) focuses on treasure and rewards, including magical items.



                    Pages 141-143 detail special properties an item may possess. Whilst this section of the book is focusing on magical items, you as the DM could rule an item has one of these special properties but is not magical. For example, a helmet may have been designed for a cloud giant, making it too large for a medium sized creature to use. Plate armour that's not properly fitted may have the painful property. A shield may have an in-built compass or sundial.



                    Size and Shape



                    Following up from that, the size and shape of a weapon or piece of armour may be something to consider. Pages 140 and 141 of the DMG state, under "Wearing or Wielding Items", that:




                    In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or the: magically adjust themselves to the wearer.



                    Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, armor made by the drow might fit elves only. Dwarves might make item only useable by Dwarf-sized and dwarf-shaped characters.



                    When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear boots




                    Again, this is only considering magical items. A non-magical item will not will not magically adjust its size or shape (though an armour smith may be able to adjust the piece for you, for a fee). Below is a variant rule from page 144 of the Player’s Handbook which details how size may be important for armour:




                    Variant: Equipment Sizes



                    In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armour, and a gnome would be swallowed up in a cloud giant's elegant robe.



                    The DM can impose more realism. For example, a suit of plate armour made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.



                    Using this variant, when adventurers find armour, clothing. and similar items that are made to be worn, they might need to visit an armour smith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll 1d4 x 10 or determine the increase in cost based on the extent of the alterations required.




                    How It's Used



                    For armour, this seems fairly obvious, you wear it and gain the AC bonus. However, certain design features, told to the players when describing the armour, may warrant a special feature, as described above. For example, gauntlets with spikes on the knuckles may add +1 damage (piercing) to an unarmed strike.



                    A parrying dagger or sword breaker (it doesn’t actually break swords) may grant increased AC as they are used, mechanically speaking, like a shield. However, they would still have the 1d4 piercing damage a dagger does.



                    Roleplaying Elements



                    Finally, whilst not a hard-and-fast rule, you could make your items more interesting by attaching roleplay elements to them.



                    For example, a fun idea could be to offer the player’s a normal shield with a yellow square painted in the centre, taking inspiration from Heraldry and Abatements. Whilst the yellow square does not offer any mechanical advantages or disadvantages, in history, a person with a big yellow blotch on their shield was easily identified as a coward. This could lead to some unique roleplaying opportunities, such as people mocking the owner of the shield. Or, wearing armour bearing alliance to an enemy army, a cult of necromancers or the Thieves Guild may cause guards of a city to attack or arrest you. It could also be done in reverse, giving the player’s the weapon or armour that an ancient hero once owned, again, allowing for unique roleplaying opportunities.







                    share|improve this answer














                    share|improve this answer



                    share|improve this answer








                    edited May 18 at 20:51









                    V2Blast

                    30.1k5109183




                    30.1k5109183










                    answered May 18 at 12:45









                    Liam MorrisLiam Morris

                    1,226320




                    1,226320





















                        4












                        $begingroup$

                        Based off the question, I could not really tell if you had implicitly covered this, but have you considered the rarity of the armor?



                        You listed the cost (in GP), which should pretty easily determine the rarity of the armor. I am pretty sure you are considering this, but how likely are the players to just come across this armor in a normal enemy encounter or in some slightly out of the way storage room?



                        Is this armor one-of-a-kind, a dime-a-dozen, or somewhere in between?




                        $beginarray
                        hline
                        textbfRarity & textbfCharacter Level & textbfBonus & textbfValue \
                        hline
                        textCommon & text1st or higher & – & 50–100,textgp \
                        textUncommon & text1st or higher & – & 101–500,textgp \
                        textRare & text5th or higher & +1 & 501–5,000,textgp \
                        textVery rare & text11th or higher & +2 & 5,001–50,000,textgp \
                        textLegendary & text17th or higher & +3 & 50,001+,textgp \
                        hline
                        endarray
                        $




                        With all the considerations you listed, I am sure you are already determining if the armor is balanced, but balance is definitely something that it seems a lot of people overlook until it is too late and a player breaks the game with some minor detail.



                        I hope this helps you as you create the armor!






                        share|improve this answer











                        $endgroup$








                        • 4




                          $begingroup$
                          Welcome to rpg.se! Take the tour and visit the help center if you haven't already. This is a good answer, you could possibly improve it by cited some of the rules on rarity as well. Thanks for contributing and happy gaming!
                          $endgroup$
                          – linksassin
                          May 22 at 5:17















                        4












                        $begingroup$

                        Based off the question, I could not really tell if you had implicitly covered this, but have you considered the rarity of the armor?



                        You listed the cost (in GP), which should pretty easily determine the rarity of the armor. I am pretty sure you are considering this, but how likely are the players to just come across this armor in a normal enemy encounter or in some slightly out of the way storage room?



                        Is this armor one-of-a-kind, a dime-a-dozen, or somewhere in between?




                        $beginarray
                        hline
                        textbfRarity & textbfCharacter Level & textbfBonus & textbfValue \
                        hline
                        textCommon & text1st or higher & – & 50–100,textgp \
                        textUncommon & text1st or higher & – & 101–500,textgp \
                        textRare & text5th or higher & +1 & 501–5,000,textgp \
                        textVery rare & text11th or higher & +2 & 5,001–50,000,textgp \
                        textLegendary & text17th or higher & +3 & 50,001+,textgp \
                        hline
                        endarray
                        $




                        With all the considerations you listed, I am sure you are already determining if the armor is balanced, but balance is definitely something that it seems a lot of people overlook until it is too late and a player breaks the game with some minor detail.



                        I hope this helps you as you create the armor!






                        share|improve this answer











                        $endgroup$








                        • 4




                          $begingroup$
                          Welcome to rpg.se! Take the tour and visit the help center if you haven't already. This is a good answer, you could possibly improve it by cited some of the rules on rarity as well. Thanks for contributing and happy gaming!
                          $endgroup$
                          – linksassin
                          May 22 at 5:17













                        4












                        4








                        4





                        $begingroup$

                        Based off the question, I could not really tell if you had implicitly covered this, but have you considered the rarity of the armor?



                        You listed the cost (in GP), which should pretty easily determine the rarity of the armor. I am pretty sure you are considering this, but how likely are the players to just come across this armor in a normal enemy encounter or in some slightly out of the way storage room?



                        Is this armor one-of-a-kind, a dime-a-dozen, or somewhere in between?




                        $beginarray
                        hline
                        textbfRarity & textbfCharacter Level & textbfBonus & textbfValue \
                        hline
                        textCommon & text1st or higher & – & 50–100,textgp \
                        textUncommon & text1st or higher & – & 101–500,textgp \
                        textRare & text5th or higher & +1 & 501–5,000,textgp \
                        textVery rare & text11th or higher & +2 & 5,001–50,000,textgp \
                        textLegendary & text17th or higher & +3 & 50,001+,textgp \
                        hline
                        endarray
                        $




                        With all the considerations you listed, I am sure you are already determining if the armor is balanced, but balance is definitely something that it seems a lot of people overlook until it is too late and a player breaks the game with some minor detail.



                        I hope this helps you as you create the armor!






                        share|improve this answer











                        $endgroup$



                        Based off the question, I could not really tell if you had implicitly covered this, but have you considered the rarity of the armor?



                        You listed the cost (in GP), which should pretty easily determine the rarity of the armor. I am pretty sure you are considering this, but how likely are the players to just come across this armor in a normal enemy encounter or in some slightly out of the way storage room?



                        Is this armor one-of-a-kind, a dime-a-dozen, or somewhere in between?




                        $beginarray
                        hline
                        textbfRarity & textbfCharacter Level & textbfBonus & textbfValue \
                        hline
                        textCommon & text1st or higher & – & 50–100,textgp \
                        textUncommon & text1st or higher & – & 101–500,textgp \
                        textRare & text5th or higher & +1 & 501–5,000,textgp \
                        textVery rare & text11th or higher & +2 & 5,001–50,000,textgp \
                        textLegendary & text17th or higher & +3 & 50,001+,textgp \
                        hline
                        endarray
                        $




                        With all the considerations you listed, I am sure you are already determining if the armor is balanced, but balance is definitely something that it seems a lot of people overlook until it is too late and a player breaks the game with some minor detail.



                        I hope this helps you as you create the armor!







                        share|improve this answer














                        share|improve this answer



                        share|improve this answer








                        edited May 22 at 6:14









                        V2Blast

                        30.1k5109183




                        30.1k5109183










                        answered May 22 at 5:13









                        AshesToAshesAshesToAshes

                        616




                        616







                        • 4




                          $begingroup$
                          Welcome to rpg.se! Take the tour and visit the help center if you haven't already. This is a good answer, you could possibly improve it by cited some of the rules on rarity as well. Thanks for contributing and happy gaming!
                          $endgroup$
                          – linksassin
                          May 22 at 5:17












                        • 4




                          $begingroup$
                          Welcome to rpg.se! Take the tour and visit the help center if you haven't already. This is a good answer, you could possibly improve it by cited some of the rules on rarity as well. Thanks for contributing and happy gaming!
                          $endgroup$
                          – linksassin
                          May 22 at 5:17







                        4




                        4




                        $begingroup$
                        Welcome to rpg.se! Take the tour and visit the help center if you haven't already. This is a good answer, you could possibly improve it by cited some of the rules on rarity as well. Thanks for contributing and happy gaming!
                        $endgroup$
                        – linksassin
                        May 22 at 5:17




                        $begingroup$
                        Welcome to rpg.se! Take the tour and visit the help center if you haven't already. This is a good answer, you could possibly improve it by cited some of the rules on rarity as well. Thanks for contributing and happy gaming!
                        $endgroup$
                        – linksassin
                        May 22 at 5:17











                        4












                        $begingroup$

                        Which enchantments are valid on the armor.



                        Many magical items in the DMG call out specific types of armor that they might be found on. If you homebrew armor, you'll have to make decisions on which armor-types might be enchanted with which options.



                        For example, Mithral Armor requires (medium or heavy, but not hide), which is a fancy way of saying "primarily made of metal", but if your new armor type is a Medium armor made from plants, then it likely wouldn't qualify for this "enchantment", which really is more like a special material.



                        Another example, Demon Armor is a form of Plate armor, which means you won't be able to use the enchantment if you replace the existing armor types, unless you decide which new type(s) will be allowed to hold it.






                        share|improve this answer









                        $endgroup$

















                          4












                          $begingroup$

                          Which enchantments are valid on the armor.



                          Many magical items in the DMG call out specific types of armor that they might be found on. If you homebrew armor, you'll have to make decisions on which armor-types might be enchanted with which options.



                          For example, Mithral Armor requires (medium or heavy, but not hide), which is a fancy way of saying "primarily made of metal", but if your new armor type is a Medium armor made from plants, then it likely wouldn't qualify for this "enchantment", which really is more like a special material.



                          Another example, Demon Armor is a form of Plate armor, which means you won't be able to use the enchantment if you replace the existing armor types, unless you decide which new type(s) will be allowed to hold it.






                          share|improve this answer









                          $endgroup$















                            4












                            4








                            4





                            $begingroup$

                            Which enchantments are valid on the armor.



                            Many magical items in the DMG call out specific types of armor that they might be found on. If you homebrew armor, you'll have to make decisions on which armor-types might be enchanted with which options.



                            For example, Mithral Armor requires (medium or heavy, but not hide), which is a fancy way of saying "primarily made of metal", but if your new armor type is a Medium armor made from plants, then it likely wouldn't qualify for this "enchantment", which really is more like a special material.



                            Another example, Demon Armor is a form of Plate armor, which means you won't be able to use the enchantment if you replace the existing armor types, unless you decide which new type(s) will be allowed to hold it.






                            share|improve this answer









                            $endgroup$



                            Which enchantments are valid on the armor.



                            Many magical items in the DMG call out specific types of armor that they might be found on. If you homebrew armor, you'll have to make decisions on which armor-types might be enchanted with which options.



                            For example, Mithral Armor requires (medium or heavy, but not hide), which is a fancy way of saying "primarily made of metal", but if your new armor type is a Medium armor made from plants, then it likely wouldn't qualify for this "enchantment", which really is more like a special material.



                            Another example, Demon Armor is a form of Plate armor, which means you won't be able to use the enchantment if you replace the existing armor types, unless you decide which new type(s) will be allowed to hold it.







                            share|improve this answer












                            share|improve this answer



                            share|improve this answer










                            answered May 22 at 13:00









                            ErikErik

                            49.7k15184251




                            49.7k15184251





















                                2












                                $begingroup$

                                Another thing to remember is how core armors are balanced.



                                If you include an type of light armor with an AC of 13 + Dexterity bonus as a step above studded leather (before enhancements), regardless of price tag, you have effectively rendered medium armor and the Medium Armor Master feat useless, because there is an intentional design reason that the best non-magical armor in 5e is 1 point weaker than mage armor.



                                That reason: to give Strength-based builds a defensive advantage over Dexterity-based ones ones to compensate for Dexterity's other defensive benefits. This supports Strength-based fighters and paladins, which in turn supports the trope of the plate-clad tank you see defending their allies from the front lines in most video games or fantasy fiction.






                                share|improve this answer











                                $endgroup$








                                • 2




                                  $begingroup$
                                  I think you may be onto something here with regard to how feats interact - but the way you've stated it now involves a lot of supposition regarding design reasons that you haven't supported (and not sure you can). But focusing on making sure feats still interact appropriately may be helpful to OP>
                                  $endgroup$
                                  – NautArch
                                  May 22 at 16:43











                                • $begingroup$
                                  either way: the important part is to consider feat interactions and to consider the balance against other published armors. i made the mistake of accidentally slaughtering medium armor when i made Spidersilk. which was a light armor that provided an AC of 13 + Dexterity Bonus, had no Stealth Disadvantage, had no weight and Didn't require proficiency as a nonmagical Alternative to mage armor for Fey mages. it ended up being mostly used by Rogues and Rangers.
                                  $endgroup$
                                  – Umbrie Shadowsong
                                  May 24 at 2:03















                                2












                                $begingroup$

                                Another thing to remember is how core armors are balanced.



                                If you include an type of light armor with an AC of 13 + Dexterity bonus as a step above studded leather (before enhancements), regardless of price tag, you have effectively rendered medium armor and the Medium Armor Master feat useless, because there is an intentional design reason that the best non-magical armor in 5e is 1 point weaker than mage armor.



                                That reason: to give Strength-based builds a defensive advantage over Dexterity-based ones ones to compensate for Dexterity's other defensive benefits. This supports Strength-based fighters and paladins, which in turn supports the trope of the plate-clad tank you see defending their allies from the front lines in most video games or fantasy fiction.






                                share|improve this answer











                                $endgroup$








                                • 2




                                  $begingroup$
                                  I think you may be onto something here with regard to how feats interact - but the way you've stated it now involves a lot of supposition regarding design reasons that you haven't supported (and not sure you can). But focusing on making sure feats still interact appropriately may be helpful to OP>
                                  $endgroup$
                                  – NautArch
                                  May 22 at 16:43











                                • $begingroup$
                                  either way: the important part is to consider feat interactions and to consider the balance against other published armors. i made the mistake of accidentally slaughtering medium armor when i made Spidersilk. which was a light armor that provided an AC of 13 + Dexterity Bonus, had no Stealth Disadvantage, had no weight and Didn't require proficiency as a nonmagical Alternative to mage armor for Fey mages. it ended up being mostly used by Rogues and Rangers.
                                  $endgroup$
                                  – Umbrie Shadowsong
                                  May 24 at 2:03













                                2












                                2








                                2





                                $begingroup$

                                Another thing to remember is how core armors are balanced.



                                If you include an type of light armor with an AC of 13 + Dexterity bonus as a step above studded leather (before enhancements), regardless of price tag, you have effectively rendered medium armor and the Medium Armor Master feat useless, because there is an intentional design reason that the best non-magical armor in 5e is 1 point weaker than mage armor.



                                That reason: to give Strength-based builds a defensive advantage over Dexterity-based ones ones to compensate for Dexterity's other defensive benefits. This supports Strength-based fighters and paladins, which in turn supports the trope of the plate-clad tank you see defending their allies from the front lines in most video games or fantasy fiction.






                                share|improve this answer











                                $endgroup$



                                Another thing to remember is how core armors are balanced.



                                If you include an type of light armor with an AC of 13 + Dexterity bonus as a step above studded leather (before enhancements), regardless of price tag, you have effectively rendered medium armor and the Medium Armor Master feat useless, because there is an intentional design reason that the best non-magical armor in 5e is 1 point weaker than mage armor.



                                That reason: to give Strength-based builds a defensive advantage over Dexterity-based ones ones to compensate for Dexterity's other defensive benefits. This supports Strength-based fighters and paladins, which in turn supports the trope of the plate-clad tank you see defending their allies from the front lines in most video games or fantasy fiction.







                                share|improve this answer














                                share|improve this answer



                                share|improve this answer








                                edited May 23 at 1:36









                                V2Blast

                                30.1k5109183




                                30.1k5109183










                                answered May 22 at 15:35









                                Umbrie ShadowsongUmbrie Shadowsong

                                713




                                713







                                • 2




                                  $begingroup$
                                  I think you may be onto something here with regard to how feats interact - but the way you've stated it now involves a lot of supposition regarding design reasons that you haven't supported (and not sure you can). But focusing on making sure feats still interact appropriately may be helpful to OP>
                                  $endgroup$
                                  – NautArch
                                  May 22 at 16:43











                                • $begingroup$
                                  either way: the important part is to consider feat interactions and to consider the balance against other published armors. i made the mistake of accidentally slaughtering medium armor when i made Spidersilk. which was a light armor that provided an AC of 13 + Dexterity Bonus, had no Stealth Disadvantage, had no weight and Didn't require proficiency as a nonmagical Alternative to mage armor for Fey mages. it ended up being mostly used by Rogues and Rangers.
                                  $endgroup$
                                  – Umbrie Shadowsong
                                  May 24 at 2:03












                                • 2




                                  $begingroup$
                                  I think you may be onto something here with regard to how feats interact - but the way you've stated it now involves a lot of supposition regarding design reasons that you haven't supported (and not sure you can). But focusing on making sure feats still interact appropriately may be helpful to OP>
                                  $endgroup$
                                  – NautArch
                                  May 22 at 16:43











                                • $begingroup$
                                  either way: the important part is to consider feat interactions and to consider the balance against other published armors. i made the mistake of accidentally slaughtering medium armor when i made Spidersilk. which was a light armor that provided an AC of 13 + Dexterity Bonus, had no Stealth Disadvantage, had no weight and Didn't require proficiency as a nonmagical Alternative to mage armor for Fey mages. it ended up being mostly used by Rogues and Rangers.
                                  $endgroup$
                                  – Umbrie Shadowsong
                                  May 24 at 2:03







                                2




                                2




                                $begingroup$
                                I think you may be onto something here with regard to how feats interact - but the way you've stated it now involves a lot of supposition regarding design reasons that you haven't supported (and not sure you can). But focusing on making sure feats still interact appropriately may be helpful to OP>
                                $endgroup$
                                – NautArch
                                May 22 at 16:43





                                $begingroup$
                                I think you may be onto something here with regard to how feats interact - but the way you've stated it now involves a lot of supposition regarding design reasons that you haven't supported (and not sure you can). But focusing on making sure feats still interact appropriately may be helpful to OP>
                                $endgroup$
                                – NautArch
                                May 22 at 16:43













                                $begingroup$
                                either way: the important part is to consider feat interactions and to consider the balance against other published armors. i made the mistake of accidentally slaughtering medium armor when i made Spidersilk. which was a light armor that provided an AC of 13 + Dexterity Bonus, had no Stealth Disadvantage, had no weight and Didn't require proficiency as a nonmagical Alternative to mage armor for Fey mages. it ended up being mostly used by Rogues and Rangers.
                                $endgroup$
                                – Umbrie Shadowsong
                                May 24 at 2:03




                                $begingroup$
                                either way: the important part is to consider feat interactions and to consider the balance against other published armors. i made the mistake of accidentally slaughtering medium armor when i made Spidersilk. which was a light armor that provided an AC of 13 + Dexterity Bonus, had no Stealth Disadvantage, had no weight and Didn't require proficiency as a nonmagical Alternative to mage armor for Fey mages. it ended up being mostly used by Rogues and Rangers.
                                $endgroup$
                                – Umbrie Shadowsong
                                May 24 at 2:03











                                0












                                $begingroup$

                                At risk of missing what you're trying to accomplish, the Angry GM basically rewrote the entire armor table for one of his campaigns. It may have some of the insight you're looking for.



                                • Drowning in Armor Systems (Part 1)

                                • Drowning in Armor Systems (Part 2)

                                • The Angry Armor Table

                                My own personal guidelines from trying to create a more satisfactory weapons table are this:



                                Use the given armors to try to establish base costs for each feature (this covers type, AC, cost, weight, stealth, Str reqs, etc). I.E., Light/medium/heavy armors should have a point budget of X, each point of AC above Y costs Z points, various features give +/-W points.



                                Don't sweat the edge cases too much. Perfect game balance in a complicated game like D&D is a myth; that's why Blizzard is always tweaking WoW and Overwatch.






                                share|improve this answer











                                $endgroup$












                                • $begingroup$
                                  While the intent of the resource is entirely different from mine, it has excellent insight into the components that make the armour system.
                                  $endgroup$
                                  – Akixkisu
                                  May 23 at 22:26















                                0












                                $begingroup$

                                At risk of missing what you're trying to accomplish, the Angry GM basically rewrote the entire armor table for one of his campaigns. It may have some of the insight you're looking for.



                                • Drowning in Armor Systems (Part 1)

                                • Drowning in Armor Systems (Part 2)

                                • The Angry Armor Table

                                My own personal guidelines from trying to create a more satisfactory weapons table are this:



                                Use the given armors to try to establish base costs for each feature (this covers type, AC, cost, weight, stealth, Str reqs, etc). I.E., Light/medium/heavy armors should have a point budget of X, each point of AC above Y costs Z points, various features give +/-W points.



                                Don't sweat the edge cases too much. Perfect game balance in a complicated game like D&D is a myth; that's why Blizzard is always tweaking WoW and Overwatch.






                                share|improve this answer











                                $endgroup$












                                • $begingroup$
                                  While the intent of the resource is entirely different from mine, it has excellent insight into the components that make the armour system.
                                  $endgroup$
                                  – Akixkisu
                                  May 23 at 22:26













                                0












                                0








                                0





                                $begingroup$

                                At risk of missing what you're trying to accomplish, the Angry GM basically rewrote the entire armor table for one of his campaigns. It may have some of the insight you're looking for.



                                • Drowning in Armor Systems (Part 1)

                                • Drowning in Armor Systems (Part 2)

                                • The Angry Armor Table

                                My own personal guidelines from trying to create a more satisfactory weapons table are this:



                                Use the given armors to try to establish base costs for each feature (this covers type, AC, cost, weight, stealth, Str reqs, etc). I.E., Light/medium/heavy armors should have a point budget of X, each point of AC above Y costs Z points, various features give +/-W points.



                                Don't sweat the edge cases too much. Perfect game balance in a complicated game like D&D is a myth; that's why Blizzard is always tweaking WoW and Overwatch.






                                share|improve this answer











                                $endgroup$



                                At risk of missing what you're trying to accomplish, the Angry GM basically rewrote the entire armor table for one of his campaigns. It may have some of the insight you're looking for.



                                • Drowning in Armor Systems (Part 1)

                                • Drowning in Armor Systems (Part 2)

                                • The Angry Armor Table

                                My own personal guidelines from trying to create a more satisfactory weapons table are this:



                                Use the given armors to try to establish base costs for each feature (this covers type, AC, cost, weight, stealth, Str reqs, etc). I.E., Light/medium/heavy armors should have a point budget of X, each point of AC above Y costs Z points, various features give +/-W points.



                                Don't sweat the edge cases too much. Perfect game balance in a complicated game like D&D is a myth; that's why Blizzard is always tweaking WoW and Overwatch.







                                share|improve this answer














                                share|improve this answer



                                share|improve this answer








                                edited May 23 at 21:51









                                V2Blast

                                30.1k5109183




                                30.1k5109183










                                answered May 23 at 17:29









                                RenegadeRenegade

                                4198




                                4198











                                • $begingroup$
                                  While the intent of the resource is entirely different from mine, it has excellent insight into the components that make the armour system.
                                  $endgroup$
                                  – Akixkisu
                                  May 23 at 22:26
















                                • $begingroup$
                                  While the intent of the resource is entirely different from mine, it has excellent insight into the components that make the armour system.
                                  $endgroup$
                                  – Akixkisu
                                  May 23 at 22:26















                                $begingroup$
                                While the intent of the resource is entirely different from mine, it has excellent insight into the components that make the armour system.
                                $endgroup$
                                – Akixkisu
                                May 23 at 22:26




                                $begingroup$
                                While the intent of the resource is entirely different from mine, it has excellent insight into the components that make the armour system.
                                $endgroup$
                                – Akixkisu
                                May 23 at 22:26

















                                draft saved

                                draft discarded
















































                                Thanks for contributing an answer to Role-playing Games Stack Exchange!


                                • Please be sure to answer the question. Provide details and share your research!

                                But avoid


                                • Asking for help, clarification, or responding to other answers.

                                • Making statements based on opinion; back them up with references or personal experience.

                                Use MathJax to format equations. MathJax reference.


                                To learn more, see our tips on writing great answers.




                                draft saved


                                draft discarded














                                StackExchange.ready(
                                function ()
                                StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f148270%2fwhat-variables-do-i-have-to-take-into-consideration-when-i-homebrew-armour%23new-answer', 'question_page');

                                );

                                Post as a guest















                                Required, but never shown





















































                                Required, but never shown














                                Required, but never shown












                                Required, but never shown







                                Required, but never shown

































                                Required, but never shown














                                Required, but never shown












                                Required, but never shown







                                Required, but never shown







                                Popular posts from this blog

                                Club Baloncesto Breogán Índice Historia | Pavillón | Nome | O Breogán na cultura popular | Xogadores | Adestradores | Presidentes | Palmarés | Historial | Líderes | Notas | Véxase tamén | Menú de navegacióncbbreogan.galCadroGuía oficial da ACB 2009-10, páxina 201Guía oficial ACB 1992, páxina 183. Editorial DB.É de 6.500 espectadores sentados axeitándose á última normativa"Estudiantes Junior, entre as mellores canteiras"o orixinalHemeroteca El Mundo Deportivo, 16 setembro de 1970, páxina 12Historia do BreogánAlfredo Pérez, o último canoneiroHistoria C.B. BreogánHemeroteca de El Mundo DeportivoJimmy Wright, norteamericano do Breogán deixará Lugo por ameazas de morteResultados de Breogán en 1986-87Resultados de Breogán en 1990-91Ficha de Velimir Perasović en acb.comResultados de Breogán en 1994-95Breogán arrasa al Barça. "El Mundo Deportivo", 27 de setembro de 1999, páxina 58CB Breogán - FC BarcelonaA FEB invita a participar nunha nova Liga EuropeaCharlie Bell na prensa estatalMáximos anotadores 2005Tempada 2005-06 : Tódolos Xogadores da Xornada""Non quero pensar nunha man negra, mais pregúntome que está a pasar""o orixinalRaúl López, orgulloso dos xogadores, presume da boa saúde económica do BreogánJulio González confirma que cesa como presidente del BreogánHomenaxe a Lisardo GómezA tempada do rexurdimento celesteEntrevista a Lisardo GómezEl COB dinamita el Pazo para forzar el quinto (69-73)Cafés Candelas, patrocinador del CB Breogán"Suso Lázare, novo presidente do Breogán"o orixinalCafés Candelas Breogán firma el mayor triunfo de la historiaEl Breogán realizará 17 homenajes por su cincuenta aniversario"O Breogán honra ao seu fundador e primeiro presidente"o orixinalMiguel Giao recibiu a homenaxe do PazoHomenaxe aos primeiros gladiadores celestesO home que nos amosa como ver o Breo co corazónTita Franco será homenaxeada polos #50anosdeBreoJulio Vila recibirá unha homenaxe in memoriam polos #50anosdeBreo"O Breogán homenaxeará aos seus aboados máis veteráns"Pechada ovación a «Capi» Sanmartín e Ricardo «Corazón de González»Homenaxe por décadas de informaciónPaco García volve ao Pazo con motivo do 50 aniversario"Resultados y clasificaciones""O Cafés Candelas Breogán, campión da Copa Princesa""O Cafés Candelas Breogán, equipo ACB"C.B. Breogán"Proxecto social"o orixinal"Centros asociados"o orixinalFicha en imdb.comMario Camus trata la recuperación del amor en 'La vieja música', su última película"Páxina web oficial""Club Baloncesto Breogán""C. B. Breogán S.A.D."eehttp://www.fegaba.com

                                Vilaño, A Laracha Índice Patrimonio | Lugares e parroquias | Véxase tamén | Menú de navegación43°14′52″N 8°36′03″O / 43.24775, -8.60070

                                Cegueira Índice Epidemioloxía | Deficiencia visual | Tipos de cegueira | Principais causas de cegueira | Tratamento | Técnicas de adaptación e axudas | Vida dos cegos | Primeiros auxilios | Crenzas respecto das persoas cegas | Crenzas das persoas cegas | O neno deficiente visual | Aspectos psicolóxicos da cegueira | Notas | Véxase tamén | Menú de navegación54.054.154.436928256blindnessDicionario da Real Academia GalegaPortal das Palabras"International Standards: Visual Standards — Aspects and Ranges of Vision Loss with Emphasis on Population Surveys.""Visual impairment and blindness""Presentan un plan para previr a cegueira"o orixinalACCDV Associació Catalana de Cecs i Disminuïts Visuals - PMFTrachoma"Effect of gene therapy on visual function in Leber's congenital amaurosis"1844137110.1056/NEJMoa0802268Cans guía - os mellores amigos dos cegosArquivadoEscola de cans guía para cegos en Mortágua, PortugalArquivado"Tecnología para ciegos y deficientes visuales. Recopilación de recursos gratuitos en la Red""Colorino""‘COL.diesis’, escuchar los sonidos del color""COL.diesis: Transforming Colour into Melody and Implementing the Result in a Colour Sensor Device"o orixinal"Sistema de desarrollo de sinestesia color-sonido para invidentes utilizando un protocolo de audio""Enseñanza táctil - geometría y color. Juegos didácticos para niños ciegos y videntes""Sistema Constanz"L'ocupació laboral dels cecs a l'Estat espanyol està pràcticament equiparada a la de les persones amb visió, entrevista amb Pedro ZuritaONCE (Organización Nacional de Cegos de España)Prevención da cegueiraDescrición de deficiencias visuais (Disc@pnet)Braillín, un boneco atractivo para calquera neno, con ou sen discapacidade, que permite familiarizarse co sistema de escritura e lectura brailleAxudas Técnicas36838ID00897494007150-90057129528256DOID:1432HP:0000618D001766C10.597.751.941.162C97109C0155020