Armor, Shield, and Equipment Damage

Acid, fire, lightning, and other lethal energies and substances can quickly destroy a character’s armor. Unlike the critical hits introduced in Player’s Option: Combat & Tactics , every critical strike endangers the victim’s armor and equipment since the character already failed a saving throw. However, there’s no need to check everything the character may have on his person—instead, only check items on or in the location struck. For example, if a character is struck in the face with a burning hands spell, his magical boots are in no real danger of being destroyed, but his helm or his reading spectacles might be ruined.

To check for item damage, refer to
Table 29 : Item Saving Throws in the DMG. Vibration or sonic attacks can be treated as either a crushing blow or disintegration as the DM prefers, although if you decide to use the disintegration column, a +4 bonus is reasonable to reflect the less destructive nature of vibration attacks. Wounding critical strikes do not damage equipment.

Partially Destroyed Armor: If a character loses his armor in one particular location, the most accurate way to reflect his increased vulnerability is to consult the partial armor rules described on pages 128, 146 and 147 of the Player’s Option: Combat & Tactics book. Basically, the character’s overall AC will be worsened by the value of the missing piece, and the character will also have an AC 10 location that can be exploited by a called shot.

If you don’t have the Combat & Tactics book or don’t want to use partial armor rules, simply assign the character a 1-point AC penalty for each piece of missing armor. For example, if a character in chain mail (base AC 5) loses the armor protecting his torso and right arm, his armor is now treated as a base AC of 7. This isn’t as realistic, but may be a little easier to use in play.

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