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Armor

Heavy armor is significantly weaker than lighter armor in many cases in D&D 4th edition. It has significant downsides (reduced speed, worse skill checks, etc.) and at later levels little upside compared to light armor.

A level 4 Rogue in leather with high DEX can have AC:21 REF:19 FOR:12 WIL:14 while a level 4 Paladin with high STR in plate with a heavy shield could have AC:22 REF:14 FOR:17 WIL:13. These defense totals are equal, but as both characters continue to level, the Rogue will add their primary attribute to two key defenses, including AC. So even ignoring the heavy armor downsides, the Rogue can end up with better defenses.

These changes should make choosing between armor types more significant.

All armor must be donned and doffed. It is possible that you may choose to forgo armor to react faster to certain situations. This change also encourages you to plan for and take initiative to engage in battle. If you wait for monsters to come for you, you are at a disadvantage.

  • All light armor takes 1 standard action to don or doff.
  • Chainmail takes 1 full round to don or doff.
  • Scale armor takes 5 minutes to don or doff.
  • Plate armor takes 30 minutes to don or doff.
  • Added a -2 penalty to all Charisma checks.
  • Increased AC bonus from +6 to +8
  • Removed the -1 penalty to speed.
  • Stealth skill gains a -5 check penalty.
  • Increased AC bonus from +7 to +10
  • Added +2 Fortitude bonus
  • Stealth skill gains a -5 check penalty.
  • AC bonus increased from +8 to +10
  • Added +2 Fortitude bonus
  • Armor gains the resist 1 all property
  • Stealth skill gains a -5 check penalty.