Armor and Shields: Difference between revisions

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Inevitably, adventurers are awakened by a pesky random encounter in the middle of the night, and the armor-wearing sorts are sent scrambling in a frenzy to get their metal suits on.  When laying down for the night in hostile territory, armor-wearing adventurers are assumed to carefully arrange their armor in a neat stacked-up mass, so they can do the 'fireman' trick and just jump right into it.  Sadly, even with this care, it takes one round per weight class of the armor to don armor, and such hastily donned armor suffers a -1 to their Armor Class and an extra -1 to the Armor Check Penalty.
Inevitably, adventurers are awakened by a pesky random encounter in the middle of the night, and the armor-wearing sorts are sent scrambling in a frenzy to get their metal suits on.  When laying down for the night in hostile territory, armor-wearing adventurers are assumed to carefully arrange their armor in a neat stacked-up mass, so they can do the 'fireman' trick and just jump right into it.  Sadly, even with this care, it takes one round per weight class of the armor to don armor, and such hastily donned armor suffers a -1 to their Armor Class and an extra -1 to the Armor Check Penalty.


While hastily donning armor, it requires a full round action each round.  If someone wishes to help you, they may expend a full round action as well, and when three full round actions have been spent, even if they all are spent in the same round by three people, the armor is hastily donned.
While hastily donning armor, it requires a full round action each round.  If someone wishes to help you, they may expend a full round action as well, subtracting a round from the total time required to don the armor.  Up to two people can help a single person don a suit of armor, allowing even heavy armors such as full plate to be donned hastily in just a single round.
 
And now you know why squires are useful.


{{:Sunders Against Armor}}
{{:Sunders Against Armor}}

Revision as of 20:15, 16 August 2017