Okay, I’ll admit it, that headline is somewhat misleading. It should read, more exactly, “active armor rolls” because that’s what this short post is about.
In my Landshut rules, I usually handwave damage and armor: “So you’re swinging that huge zweihänder at that goblin in a loincloth, and you hit it. <insert SPLASH! sfx here>”
Player characters get more hits for heavier armor.
But what if you want to make armor more important? I can see that in old school Warhammer games, for instance, and of course at OD&D tables, as well. My solution is introducing an armor roll.
Armor typically comes in two variations: light, with an armor class of 1, and heavy, with an armor class of 2. Maybe, MAYBE, there are other types of armor out there that offer armor class 3, but so far, I haven’t seen them.
So, a fight with armor rolls will work like this:
- You roll 2d6 vs. my 2d6. Higher roll hits.
- The combatant who got hit rolls 1d6 and tries to roll under or equal to his armor class. If he does, the hit got deflected or softened by the armor, and he does not lose a hit. If the roll is over, the armor didn’t stop the hit.
A clean, simple solution, and one that MIGHT increase tension and fun at the table.