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Alternate Armor System
#2
Critical Hits and Defense
When a creature threatens a critical hit, it does not make a critical hit confirmation roll. Instead, the target of that critical hit makes a critical defense check. A critical defense check is 1d20 + a bonus equal to the creature’s DR + the creature’s Dexterity modifier + any deflection, insight, profane, sacred, shield, or untyped bonus to the creature’s Defense score. The DC of the roll is the critical threat roll + ½ the attacking creature’s base attack bonus + 1 for each critical feat the attacking creature possesses (maximum 10) + 1 for every size category larger the attacking creature is than its target. On a failed check, the target takes the full damage of the critical hit, applying damage reduction as normal. If the check succeeds, the target only takes normal damage, applying damage reduction as normal.

The fortification special armor quality acts in concert with the check, coming into play if the check fails.

Armor Slots
In most Final Fantasy games, one’s armor is not determined as one full suit, instead being divided into multiple slots. In this rules variation, there are three slots: head, body, and arms. To determine the bonuses and penalties granted by your gear, you simply add them all together. The armor check penalty and spell failure chance for each slot stacks, and the size category of the armor you are considered to be wearing is that of the heaviest piece of your three slots. Each slot also occupies the appropriate slot for magic items, as is appropriate for the piece worn (wrists take the wrist slot, gloves and gauntlets take the hand slot, etcetera).

Types of Armor
Final Fantasy games that have armor typically have various kinds of armor that is usable by different classes. For example, one does not normally see a white mage wearing plate armor, nor does one usually find a ninja wearing anything but cloth. Keeping true to Final Fantasy, when using this rules variation, armor is as follows on the tables below.

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Types of Armor (and What This Means for You)
A new mechanic to this system is armor type. When equipping armor and determining proficiencies, both the weight category of the armor and the type of armor are taken into account. If a character equips armor with which they are not proficient either by weight or type, they apply the usual non-proficiency penalties. The modified list of proficiencies goes thusly, with the armor type listed being the heaviest combination of weight and type they can wear:

Archer: Medium suits, hats, and gloves.
Astrologian: Robes, hats, and wrists.
Bard: Light suits, hats, and gloves.
Beastmaster: Medium suits, helmets, and gloves.
Black Belt: Robes (robes that add DR when unenchanted affect class abilities), hats, and wrists.
Black Mage: Robes, hats, and wrists.
Blue Mage: Light suits, hats, wrists, and light shields (but not heavy or tower shields); the armored mage ability allows use of light suits and light shields without penalty, as normal.
Chemist: Light suits, hats, and gloves.
Chocobo Knight: Heavy mail, helmets, gauntlets, and shields (including tower shields).
Cleric: Robes, hats, and gloves, and shields (but not tower shields); the armored mage ability increases armor proficiency to light suits at 3rd level, and medium suits at 7th level, and affects shields as normal.
Dancer: Robes (robes that add DR when unenchanted affect class abilities), hats, and wrists.
Dark Knight: Heavy mail, helmets, gauntlets, and shields (but not tower shields).
Dragoon: Heavy mail, helmets, and gauntlets.
Engineer: Light suits, hats, and gloves.
Fencer: Medium suits, hats, gloves, and bucklers.
Fighter: Heavy mail, helmets, gauntlets, and shields (but not tower shields).
Gambler: Light suits, hats, and gloves.
Geomancer: Light suits, hats, wrists, and shields (but not tower shields).
Gunner: Light suits, hats, and gloves.
Holy Knight: Heavy mail, helmets, gauntlets, and shields (but not tower shields).
Illusionist: Robes, hats, and wrists.
Knight: Heavy mail, helmets, gauntlets, and shields (including tower shields).
Medic: Light suits, hats, and gloves.
Monk: Robes (robes that add DR when unenchanted affect class abilities), hats, and wrists.
Necromancer: Robes, hats, and wrists.
Ninja: Robes (robes that add DR when unenchanted affect class abilities), hats, and wrists.
Red Mage: Light suits, hats, gauntlets, and shields (except tower shields); the armored mage ability increases armor proficiency to medium suits at 3rd level, and medium mail at 7th level, and affects shields as normal.
Samurai: Heavy mail, helmets, and gauntlets.
Scholar: Robes, hats, and wrists.
Summoner: Robes, hats, and wrists.
Sword Saint: Heavy mail, helmets, gauntlets, and shields (but not tower shields).
Thief: Light suits, hats, and gloves.
Time Mage: Robes, hats, and wrists.
White Mage: Robes, hats, and wrists.

For spellcasters whose spellcasting is hindered by armor, wearing anything heavier than what is listed here for your class interferes with your spellcasting, applying all penalties as normal.
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Messages In This Thread
Alternate Armor System - by Manly Man - 11-04-2017, 07:41 PM
RE: Alternate Armor System - by Manly Man - 11-20-2017, 08:07 PM
RE: Alternate Armor System - by Manly Man - 11-20-2017, 08:10 PM
RE: Alternate Armor System - by Manly Man - 11-20-2017, 08:11 PM

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