Armor, along with the use of a shield, is the basis for determination of how easily a character can be struck by an opponent’s weapon.
Other factors modify this, of course. Dexterity and magical effects are the two principal modifiers.
Do not confuse armor which is worn with the armor class (AC) rating of a monster. Although a creature might be given a very high armor class because of its exceptionally thick hide, armor plating, chitinous exoskeleton, or the like, other factors are considered in such ratings.
For example, the size of the creature, its speed, its agility, and perhaps its supernatural (extra-dimensional or multi-planed existence) aspects are considered in the armor class of all non-human type monsters. Therefore, a monster with an armor class of 2 will not be carrying a shield.
Armor types are given on the table below. Note that the inclusion of a shield raises armor class (AC) by a factor of 1 (5%), but that assumes attack from the front where the character can interpose it between himself and a blow.
Assumes human size.
[Campaign Rules Follow.]
The DM must determine cost and encumbrance of odd-sized armor. The encumbrance factor for armor does not consider weight alone; it also takes into account the distribution of the weight of the armor and the relative mobility of the individual wearing the protective material.
The base movement speed of the creature will be modified downward based on bulk. See Equipment, Encumbrance
Armor Class is the basis for determination of how easily a character can be struck by an opponent. It is an adjusted value with many factors at play—inherent (Dexterity adjustments), circumstantial (attacking from behind), or magical (wearing a suit of +1 armor), to name a few.
Armor Rating is based upon armor type and will defend against weapon types differently. These adjustments are given in the weapon tables. Certain monsters, while not wearing armor, will have a Armor Rating (“Base” AC indicated in their statistics) due to factors like hide type or scales.
The table assumes human size. The DM must determine cost and encumbrance of odd-sized armor. The encumbrance factor for armor does not consider weight alone; it also takes into account the distribution of the weight of the armor and the relative mobility of the individual wearing the protective material.
Move Rate Adjustment. The base movement speed of the creature will be modified downward based on bulk.
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The encumbrance factor for armor does not consider weight alone; it also takes into account the distribution of the weight of the armor and the relative mobility of the individual wearing the protective material. Therefore,weights for armor shown are adjusted weights, and base movement speed is likewise shown. (1)
Donning or Removing Armor. The Dungeon Master must adjudicate the time necessary to complete this action based on the type of armor. (2)
[Campaign Rule for Removing Armor.]
It takes 2 rounds to get out of leather armor, 4 rounds to get out of scale, 5 rounds for chain, and 10 rounds for plate when the proper care is taken. In an emergency (i.e. when you don’t care if the armor is usable afterwards), a character can shed armor in half the normal time (if a cutting instrument is used).
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Banded mail is a layered armor with padding, light chain, and series of overlapping bands of armor in vulnerable areas. Weight is somewhat distributed.
Chain mail is padding plus interlocking mesh armor covering the upper and lower body. Vulnerable areas have multiple thicknesses. Weight falls upon the shoulders and waist of the wearer.
Chain, elfin, is a finely wrought suit of chain which is of thinner links but stronger metal. It is obtainable only from elvenkind who do not sell it.
Leather armor is shaped cuir bouli (leather hardened by immersion in boiling oil) cuirass and shoulder pieces and softer shirt and leggings.
Padded armor is heavily padded, quilted coat and an additional soft leather jerkin and leggings.
Plate mail is light chain with pieces of plate - cuirass, shoulder pieces, elbow and knee guards, and greaves. Weight is well distributed.
Plate armor is a full suit of plate which is no more weighty and a bit less bulky, considering what is known as “field plate”. If the DM allows such armor in their campaign, use the same weight, with a 9” movement base and a base armor class of 2 sans shield. Such armor would be very expensive, c.2,000 g.p.
Ring mail is relatively soft leather armor over padding. To the long coat of leather are sewn metal rings. This makes the coat rather heavy and bulky.
Scale mail is armor similar to ring mail, but overlapping scales of metal are sewn to both coat and leggings-or a skirted coat is worn. As with chain, weight falls mainly on the wearer’s shoulders and waist.
Splint mail consists of light chain, greaves, and a leather coat into which are laminated vertical pieces of plate with shoulder guards.
Studded leather is leather armor to which have been fastened metal studding as additional protection, usually including an outer coat of fairly close-set studs (small plates).
Magic Armor. When magic armor is worn, assume that its properties allow movement at the next higher base rate and that weight is cut by 50%. There is no magical elfin chain mail. (3)
[Campaign Rules.]
Donning or Removing Armor. It takes 2 rounds to get out of leather armor (includes studded), 3-4 rounds to get out of scale or ring, 5 rounds for chain, and 10 rounds for plate (includes plate mail, plate, banded or splint) when the proper care is taken. In an emergency (i.e. when the character does not care if the armor is usable afterwards), a character can shed armor in half the normal time. It takes double the listed time to don a particular armor type.
Magic Armor. Magical armor weighs half normal armor weight, but, for game purposes, it has no bulk. Therefore, when determining the amount of weight which can be carried, the magical armor’s weight must be subtracted from the total. However, it is not a factor when determining rate of movement. Magical armored characters will have the base movement speed of an unarmored man, which is then adjusted by the encumbrance weight of gear and treasure. There is no (known) magical elfin chain mail.
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A shield is basically a barrier between its wielder and his or her opponent. It is used to catch blows or missiles. It can also be used offensively to strike or push an opponent. The shield can be used fully only to the left or front of the right handed individual. Attacks from the right flank or rear negate the benefits of a shield.
Shield, large, includes such shields as the large Viking round shields or the Norman kite shields. They are made of wood, covered with leather, and bordered with a soft iron banding at the edges. Although a large shield such as a Norman kite shield or a large Viking round shield covers much more of the body, employing one of these shields is far more difficult, as they are cumbersome and fatiguing. Therefore, large shields are treated as but +1 to armor class rating without a shield. Optionally, the DM may allow them to add +2 to this armor class rating with respect to small (non-war engine or giant hurled) missiles; if so, however, the DM will be certain that to also keep careful track of encumbrance.
Shield, small, is the typical kite and heater shields or small round shields constructed as a large shield, or else made of metal (more rare by far).
Bucklers and other small shields which are basically held with one hand are moved rapidly by the wielder, but they cover only a small area, so they are less effective by and large.
Shield, small, wooden, is the same as other shields, but it lacks the metal binding and reinforcement, so it will be more easily split.
[Smaller] shields are less cumbersome and fatiguing in employment, however, so no distinction is made between a small and a normal-sized shield in AD&D.
Magic Shields. Magic shields are no less weighty than their non-magical counterparts, but they are non-bulky with respect to encumbrance.
It is assumed that an appropriate type of head armoring will be added to the suit of armor in order to allow uniform protection of the wearer.
Wearing of a “great helm” adds the appropriate weight and restricts vision to the front 60° only, but it gives the head AC 1.
If a helmet is not worn, one blow in 6 will strike at the AC 10 head, unless the opponent is intelligent, in which case 1 blow in 2 will be aimed at the AC 10 head (d6, 1-3 = head blow).