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Homebrew and House Rules (D&D) / Re: Sectioned Armor explained
« on: November 12, 2011, 03:30:56 PM »
The armor does work under partial quick release, if I'm thinking what you're thinking. Going from Heavy to Medium is a standard action. Heavy to light is a full round (standard + move). Dropping the entire suit would take a bit over a full round, perhaps using the swift or immediate action too. I guess it could be likened to a 1 round casting time, where it doesn't take effect until the start of the next round. A problem with this approach is the difference between stripping to light and dropping the whole suit isn't much with these rules, unlike the difference between casting a full-round action spell and a spell with 1 round casting time.
Enhancements should be straightforward. The easiest approach is having standard +1 and such enchantments work for the entire suit. A +5 suit of sectioned armor should always be +5 regardless of it being treated as full plate or a chain shirt.
Enhancements that require a specific type of armor only work when it's being treated as that type. For example, enchanting it with Mobility would mean it only works when it's stripped to light armor. Mithral sectioned armor has two "settings" equivalent to light, so the Mobility enhancement would work with both. An adamantine suit of sectioned armor would grant the appropriate DR based on whether the suit was light, medium, or heavy at the time. Sectioned armor must be made of the same material throughout the suit: It can't be made of mithral for the first two layers then adamantine for the third, full plate equivalent layer.
Armor spikes might complicate things. It's easy to see it working on the full plate and breastplate equivalents, but the chain shirt setting could be ruled not to work since it's technically underneath the breastplate and thus having it be spiked could cause problems. Ruling that the chain shirt does have spikes, and that the breastplate has spikes that stack on those is a possibility, but it's more arguing semantics at this stage. If it floats the DM's boat, having the suit with armor spikes might require it taking longer to don. I personally wouldn't go that route since it complicates things with no real gameplay improvement, but that's me.
Enhancements should be straightforward. The easiest approach is having standard +1 and such enchantments work for the entire suit. A +5 suit of sectioned armor should always be +5 regardless of it being treated as full plate or a chain shirt.
Enhancements that require a specific type of armor only work when it's being treated as that type. For example, enchanting it with Mobility would mean it only works when it's stripped to light armor. Mithral sectioned armor has two "settings" equivalent to light, so the Mobility enhancement would work with both. An adamantine suit of sectioned armor would grant the appropriate DR based on whether the suit was light, medium, or heavy at the time. Sectioned armor must be made of the same material throughout the suit: It can't be made of mithral for the first two layers then adamantine for the third, full plate equivalent layer.
Armor spikes might complicate things. It's easy to see it working on the full plate and breastplate equivalents, but the chain shirt setting could be ruled not to work since it's technically underneath the breastplate and thus having it be spiked could cause problems. Ruling that the chain shirt does have spikes, and that the breastplate has spikes that stack on those is a possibility, but it's more arguing semantics at this stage. If it floats the DM's boat, having the suit with armor spikes might require it taking longer to don. I personally wouldn't go that route since it complicates things with no real gameplay improvement, but that's me.