ARMOR AND SHIELDS
(TABLE III.F.)
As Dungeon Master, you must be fully conversant with the armor gradation system. Because prior game forms worked from a high base number (9) upwards, I have opted to follow the same progression herein for the sake of continuity and familiarity.
As a shield is the single common factor, it must be given a +1 factor, i.e. be 1 class (5%) better than no armor, but listed before the diverse armor types, in order to allow its inclusion as a constant (without over-valuing it).
For each +1 of armor, regardless of the type of armor, the wearer moves upwards (toward or beyond AC 2 to 1, 0, -1, -2, etc.).
Thus, chain mail +1 is chain mail (AC 5) 1 category better (AC 4), while a shield +1 is equal to armor class 8, or 2 places better than the armor worn by its inclusion, rather than but 1 (+1 for bearing shield, +1 for the magical bonus of the shield).
For game purposes all magical armor should be considered as being virtually weightless - equal to normal clothing, let us assume. This gives characters so clad a base movement speed equal to an unarmored man.
Magic shields, however, weigh the same as a normal shield of the same size.
Armor of +3 bonus is of special meteorite iron steel, +4 is mithral alloyed steel, +5 is adamantite alloyed steel.
Special items are described below: