Talk:D20 Mechanic: Armor

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Due to our overhaul of defense rules, armor requires a massive rework; this dovetails with changes that were originally planned to fix the issues with armor in Trinity where everyone wears pretty much the same armor.

In addition, these rules also dramatically change how shields work.

Mechanics

This section explains how the mechanics for armor and shields work.

Armor

Armor comes in four types: cloth, leather, mail, and plate.

Each armor has a subtype: light, medium, and heavy.

The type of armor determines its primary defense, while the subtype determines its secondary.

All armors give you a +6 armor bonus to the armor's primary defense, and a +3 armor bonus to the armor's secondary defense. If your armor is a Force item, and you are attuned, it provides its attunement bonus to its primary defense.

Unlike standard d20, armor does not reduce your movement speed, does not give a penalty to some skill checks, and does not negatively affect casting.

If you wear armor with which you are not proficient, it does not provide its armor bonus to its secondary defense, and halves the bonus it provides for its primary.

Shields

Instead of providing a static bonus to your defenses, shields are instead an active defensive mechanism.

When you are attacked (be it with a weapon, Force effect, or otherwise), if you are wielding a shield, you can spend a reaction to make a block with your shield. The formula for a block is as follows:

d20 + base save bonus + shield bonus + ability modifier

The ability modifier you use is the same as the ability modifier you would have used for the normal defense against the attack.

Unlike with armor, there are two types of shields: light and heavy. A light shield provides a +4 shield bonus, while a heavy shield provides a +8 shield bonus. Shields are effective against all forms of attack, and provide their bonus regardless of the defense the attack targeted. If your shield is a Force item, and you are attuned, it provides its attunement bonus to the block roll.

Light shields allow you to make use of that hand (and thus you can still benefit from two-handed weapons, make skill checks that require both hands, and so forth); a heavy shield is large and bulky enough that you cannot use that hand for anything other than the shield.

If you attempt to use a shield and are not proficient with them, you must spend two reactions to make use of it, and it provides only half the bonus it would normally provide.

Basic Armor

The following is the list of armor and shields in Trinity. These are basic armors and shields; that is, they are not Force aligned.

ARMOR AND SHIELDS
Name Subtype Primary Defense Secondary Defense Cost
CLOTH
Clothes Light Will Reflex 2 kp
Outfit Medium Will Determination 4 kp
Gear Heavy Will Fortitude 6 kp
LEATHER
Jack Light Reflex Will 5 kp
Leathers Medium Reflex Determination 10 kp
Coat Heavy Reflex Fortitude 15 kp
MAIL
Harness Light Determination Will 8 kp
Mail Medium Determination Reflex 12 kp
Hauberk Heavy Determination Fortitude 16 kp
PLATE
Cuirass Light Fortitude Will 10 kp
Battlegear Medium Fortitude Reflex 15 kp
Fullplate Heavy Fortitude Determination 20 kp
SHIELDS
Shield, Light Light Any --- 4 kp
Shield, Heavy Heavy Any --- 12 kp

 

Armor Enhancement Descriptions

Descriptions of armor enhancements.

You can temporarily disable an armor's property as a free action; reactivating a property is a standard action.

 

ANGELSTEEL
The links in this armor glow with the silvery light of the Divine planes.
Armor - Mail
Rarity: Uncommon
POWERS
Power (Daily): As a reaction, when you are hit by an attack or effect, you gain a power bonus equal to your attunement bonus to the targeted defense until the end of the encounter.

 

ASHEN VESTMENTS
This blue and white coat is singed and scorched, as though it has been subject to fire and lightning.
Armor - Leather
Rarity: Mythic
Special: You must have more levels in trainer than any other base class to wear this armor.
PROPERTY
You gain the benefits of Ashen materia socketed into your equipment.
This item counts as though it were socketed with a Ashen materia.

 

BARKSKIN
The enchantment placed upon this armor toughens the material and provides it with a rough texture like tree bark.
Armor - Leather, Mail
Rarity: Common
POWERS
Power (Daily): As a swift action, you gain a power bonus equal to your attunement bonus to all defenses for five minutes or until the end of the encounter. Each time you are hit, reduce this bonus by 1.

 

BATTLEFORGED
Armor enchanted for the heat of battle, it helps you carry on when the going gets rough.
Armor - Plate
Rarity: Common
PROPERTY
If you use your second wind while you are bloodied, you are healed for an additional potency 2 damage.

 

BLACK IRON
The black metal of this armor glows red when violence flares.
Armor - Mail, Plate
Rarity: Common
PROPERTY
You gain innate barrier (fire) and innate barrier (shadow).

 

BLOODCUT
This armor has a crimson tinge that flares blood red when its power is activated.
Armor - Leather, Mail
Rarity: Common
POWERS
Power (Healing Surge): When you are bloodied, as a swift action, you can spend a healing surge to gain resist damage equal to double your attunement bonus until the start of your next turn.

 

BLOODTHREAD
Master tailors weave threads of enchanted blood into the supple cloth used to create this robe or jacket.
Armor - Cloth
Rarity: Common
PROPERTY
While you are bloodied, you gain an item bonus to all your defenses equal to your attunement bonus.

 

BRAVE
This battle garb is rumored to prevent its wearer from defeat as long as he or she has the will to fight.
Armor - Cloth, Leather
Rarity: Rare
PROPERTY
You gain innate regen.

 

CLERIC'S VESTMENTS
This white robe is adorned with intricate inscriptions which change to become the verses of the dogma of the wearer's patron.
Armor - Cloth
Rarity: Mythic
Special: You must have more levels in priest than any other base class to wear this armor.
PROPERTY
You gain the benefits of Cleric materia socketed into your equipment.
This item counts as though it were socketed with a Cleric materia.

 

DELOREAN RAIMENT
This shimmering golden robe seems to move of its own accord, seemingly reacting to its wearer's motions before they happen.
Armor - Cloth
Rarity: Mythic
Special: You must have more levels in epochent than any other base class to wear this armor.
PROPERTY
You gain the benefits of Delorean materia socketed into your equipment.
This item counts as though it were socketed with a Delorean materia.

 

EVOKER'S RAIMENT
This highly stylized green robe has a vaguely draconic motif.
Armor - Cloth
Rarity: Mythic
Special: You must have more levels in caller than any other base class to wear this armor.
PROPERTY
You gain the benefits of Evoker materia socketed into your equipment.
This item counts as though it were socketed with a Evoker materia.

 

GAIA
Dyed with earth tones, this heavy tunic aligns your spirit with the energies of the planet.
Armor - Cloth, Leather
Rarity: Uncommon
PROPERTY
You gain innate earth absorb.
Whenever you use an ability with the [earth] descriptor, you gain an item bonus to your attack or effect roll equal to your attunement bonus.
Whenever you use an ability with the [earth] descriptor that deals damage rated by potency, you gain a +1 item bonus to that effect's potency.

 

MIRROR
Armor with the power to reflect force effects used on the wearer.
Armor - Mail, Plate
Rarity: Uncommon
PROPERTY
You gain innate reflect.

 

POWER
A supportive garment that enhances the wearer's fighting capabilities.
Armor - Leather, Mail
Rarity: Uncommon
PROPERTY
Whenever you deal damage with a weapon, you gain a +1 item bonus to your damage potency.

 

SECRET
This clothing is suited to covert missions.
Armor - Cloth
Rarity: Uncommon
PROPERTY
You gain innate invisibility.

 

WIZARD VESTMENTS
This red robe has numerous arcane sigils embroidered into it.
Armor - Cloth
Rarity: Mythic
Special: You must have more levels in mage than any other base class to wear this armor.
PROPERTY
You gain the benefits of Wizard materia socketed into your equipment.
This item counts as though it were socketed with a Wizard materia.

 


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