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Re: Getting out of armor in a hurry.
Posted: Fri Aug 15, 2014 7:27 am
by CountingWizard
If you are playing a more realistic medieval version of D&D I think a turn to remove armor would be reasonable. If you are playing in the Hyborian Age or a similar less-historical setting, I think it is reasonable to cut the straps of your armor in a single round, which damages the armor and makes it unusable. If you look through any of the current Conan comic series, even the heavy and plate armor leaves most of the arms bare, with tons of gaps, not to mention the use of armored kilts instead of leggings. Full plate just doesn't exist.
Re: Getting out of armor in a hurry.
Posted: Fri Aug 15, 2014 12:28 pm
by Matthew
Depends on the armour. Getting out of a mail hauberk should not take more than a minute.
Re: Getting out of armor in a hurry.
Posted: Mon Aug 18, 2014 2:13 pm
by prespos
Nothing in the core books, but i'm sure this is covered somewhere in the DSG or WSG (just can't find it right now).
IIRC, it was something like 10 rounds - AC.
So, chain mail would take [10-5] 5 rounds to get out of. Plate mail would take [10-2] 8 rounds to get out of.
Re: Getting out of armor in a hurry.
Posted: Mon Aug 18, 2014 2:34 pm
by T. Foster
Making something up: one round to remove anything up to and including chain mail. Two rounds for banded, splint, or bronze plate. Three rounds for plate mail. Five rounds for field or full plate. Time can be reduced by two rounds (with a minimum of one round) by "cutting straps," but doing so renders the armor unusable until repaired by an armorer trained to create that type of armor.
Seem reasonable?
Re: Getting out of armor in a hurry.
Posted: Mon Aug 18, 2014 6:38 pm
by rredmond
IIRC there is something in Forbidden City , the alligator encounter, about this too. When I'm back inside I'll look it up!