Plus, they make you look so bad ass. |
Similarly, armor does not make you harder to hit. It makes you less likely to suffer damage from an attack by the protective garments deflecting or absorbing the force of the blow. From padded gambisons to boiled leather to advanced composite armor, it all serves the purpose of preventing a damage from a successful attack.
Some armor is more effective than others... |
So, I propose a different idea for both shields and armor. Armor does not provide a bonus to a character's AC. Instead, it provides a reduction in damage. Depending on how heavy the armor is, it provides more of a reduction. This Reduction Value is subtracted from the damage inflicted by every successful attack made against the character.
Shields, on the other hand, do provide an Armor Class bonus - and a huge one. The combination of the two makes for your classic juggernaut knight type of character, while someone wielding just a shield can easily mimic the agility and tactical movement of a hoplite or spartan.
So, if I were to implement this mechanic for Swords & Wizardry WhiteBox or White Star I'd do it up something like this.
Protective Item | AC/AAC Bonus | Reduction Value |
Light Armor | – | 1 |
Medium Armor | – | 3 |
Heavy Armor | – | 5 |
Shield (buckler, target, round) | -4 [+4] | – |
Shield (kite, tower, energy) | -6 [+6] | – |
This means that a character with a high Dexterity can rely on a shield and the idea that with such a high Armor Class they're planning to not get hit in the first place. Meanwhile, it leaves those wearing heavy armor open to the likelihood of getting hit, but they can take more punishment before going down.
Or you can say "America, fuck yeah!" and throw your shield. |
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