While the mechanics looks a bit counterintuitive at first, I think this HR has potential.ThrorII wrote:One rule we adapted for our group (actually two rules I borrowed from this board) was that we reduced the Encumbrance from armor (and only armor, not shields, helms, or weapons) by half. Then we added in that you get your armor's encumbrance back in Endurance after a short rest, in addition to the normal short rest recovery.
The effect is that the RAW are not as drastically altered as you've done (only the Encumbrance levels in the Beorning and Ranger Cultural Virtues need to be reduced--from 14 to 10, I figure).
Now, armor protects you from wounds, still makes you weary, but you recover from those bumps and bruises faster than an unarmored person--because it wasn't necessarily bruises or injuries, it was just fatigue.
Revised Armour House Rules
Re: Revised Armour House Rules
"What is the point of having free will if one cannot occasionally spit in the eye of destiny?" ("Gentleman" John Marcone)
Re: Revised Armour House Rules
Thanks, zed!zedturtle wrote: The goal is to have armour be less punishing for short trips and end up in the same place for long trips.
I think it' too much detail and changes for my taste.
I'll stick with the damage reduction (Damage received - (Dice Protectión -2)) and add the higher TN for Travels (TN + (Dice Protection-2)).
So, the heroes get less exhausted in combat when using chain armors than by RAW (not too much, the high Encumbrance is still a hindrance, but not so much), but get more exhausted from Travels.
But for more detailed effects of armor, this house rule seems to go in the right way.
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