| Hit location | Partial armor types | Scavenging partial armor | Suits of armor | Combat procedure |
| Dungeons & Dragons | Dragon magazine | 1e AD&D | Equipment (AD&D) | The Dragon #112 |
The Oriental Adventures AD&D® game
book gives rules for partial armor,
stating
that each piece lowers the original armor
class by a given amount. According to this
system, a shin guard lowers armor class
by one, offering as much protection as a
shield. But would not a shin guard actually
offer one?s shin an armor class independent
of that of the remainder of the body?
To realistically present a partial armor
system, a hit-location chart must be implemented,
and partial-armor types must be
described as to which areas of the body
they protect and to what extent.
Hit location
Normal AD&D game combat consists of
sparring with an opponent and striking
whenever possible. When partial armor
types are introduced to this scenario,
however, it becomes implausible. The shin
is not a tempting enough target (and
would not be hit often enough) for a shin
guard to contribute to the armor class of
the whole opponent. The following table
shows random hit location for a strike;
independent of which hand the attacker
uses.
Before rolling on this table, however, the
defending player rolls a 20-sided die. A roll
of 20 indicates that defender?s shield
catches the blow; if a large tower shield is
used, a roll of 19 or 20 indicates this happens.
For each magical ?plus? of the shield,
add a bonus to the roll. Thus, a shield +5
protects the user on a roll of 15 or better,
assuming a regular-sized shield is used.
| Dice | Location hit |
| 01-10 | Head |
| 11-15 | Neck |
| 16-30 | Chest |
| 31-40 | Abdomen |
| 41-45 | Thigh |
| 46-48 | Shin |
| 49-50 | Knee |
| 51-60 | Upper arm |
| 61-70 | Lower arm |
| 71-75 | Elbow |
| 76-80 | Foot |
| 81-85 | Hand |
| 86-95 | Shoulder |
| 96-00 | Groin |
In melee, a right-handed combatant will
always strike the left side of his opponent?s
body, and vice versa. In missile fire, there
is a 50% chance of either the left or right
side of the body being struck.
Partial armor types
There exists a protective piece of equipment
for nearly every region of the body.
These guards are made of materials ranging
from steel to leather, and provide
protection in directly varying degrees. The
following table lists partial armor types as
to which areas of the body they protect
and to what extent.
| Armor type | Areas protected | AC |
| Helmet, great | Head | 1 |
| Helmet, small | Head | 3 |
| Collar, leather | Neck | 7 |
| Collar, steel | Neck | 3 |
| Breastplate | Chest | 2 |
| - | Abdomen | 3 |
| Mail tunic, leather | Chest | 8 |
| - | Abdomen | 8 |
| - | Groin | 8 |
| - | Shoulders | 8 |
| Mail tunic, studded | Chest | 7 |
| - | Abdomen | 7 |
| - | Groin | 8 |
| - | Shoulders | 7 |
| - | Upper arms | 7 |
| Mail tunic, ring | Chest | 7 |
| - | Abdomen | 7 |
| - | Groin | 7 |
| - | Shoulders | 7 |
| - | Thighs | 9 |
| Mail tunic, scale | Chest | 6 |
| - | Abdomen | 6 |
| - | Groin | 7 |
| - | Shoulders | 6 |
| - | Upper arms | 8 |
| Mail tunic, chain | Chest | 5 |
| - | Abdomen | 5 |
| - | Groin | 5 |
| - | Shoulders | 5 |
| - | Upper arms | 6 |
| - | Thighs | 6 |
| Mail tunic, splint | Chest | 4 |
| - | Abdomen | 4 |
| - | Groin | 5 |
| - | Shoulders | 5 |
| - | Upper arms | 6 |
| - | Thighs | 6 |
| Mail tunic, banded | Chest | 4 |
| - | Abdomen | 4 |
| - | Groin | 4 |
| - | Shoulders | 4 |
| - | Upper arms | 6 |
| - | Thighs | 6 |
| Thigh guard, leather * | Thigh | 7 |
| Thigh guard, steel * | Thigh | 3 |
| Shin guard, leather * | Shin | 6 |
| Shin guard,
steel |
Shin | 2 |
| Knee guard, knee * | Knee | 3 |
| Bracer, leather * | Lower arm | 6 |
| Bracer, steel * | Lower arm | 4 |
| Mail shoes * | Feet | 8 |
| Boots, high hard * | Thigh | 8 |
| - | Knee | 9 |
| - | Shin | 8 |
| - | Foot | 8 |
| Boots, high soft * | Thigh | 9 |
| - | Knee | 9 |
| - | Shin | 9 |
| - | Foot | 9 |
| Boots, low hard * | Shin | 8 |
| - | Foot | 8 |
| Boots, hgh soft * | Shin | 8 |
| - | Foot | 8 |
| Boots, low soft * | Shin | 9 |
| - | Foot | 9 |
| Shoulder gd., leather * | Shoulder | 6 |
| Shoulder gd,
steel * |
Shoulder | 3 |
| Groin guard | Groin | 3 |
| Gauntlet * | Hand | 3 |
| Gloves, leather | Hand | 9 |
* These items are sold singly, and may
be bought for either the right or left side
of the body.
When two pieces of partial armor overlap,
the armor class for that area of the
body equals that of the more protective
piece of armor.
Weight and cost for each piece of partial
armor are shown on the following table;
each figure is given in gold pieces.
| Item | Cost | Weight |
| Collar, leather | 1 | 10 |
| Collar, steel | 10 | 20 |
| Breastplate | 100 | 100 |
| Mail tunic, leather | 5 | 120 |
| Mail tunic, studded | 13 | 170 |
| Mail tunic, ring | 25 | 200 |
| Mail tunic, scale | 38 | 280 |
| Mail tunic, chain | 65 | 220 |
| Mail tunic, splint | 70 | 300 |
| Mail tunic, banded | 80 | 280 |
| Thigh guard, leather | 4 | 15 |
| Thigh guard, steel | 6 | 30 |
| Shin guard, leather | 3 | 15 |
| Shin guard, steel | 5 | 30 |
| Knee guard | 10 | 10 |
| Bracer, leather | 2 | 10 |
| Bracer, steel | 4 | 20 |
| Shoulder gd., leather | 5 | 15 |
| Shoulder gd., steel | 8 | 40 |
| Groin guard | 2 | 10 |
ARMOR CLASS BY ARMOR TYPE AND BODY PART COVERED
| Body part | Leather | Padded | Studded | Ring | Scale | Chain | Splint | Banded | Plate Mail | Bronze | Field Plate | Full Plate |
| Head | 10 | 10 | 10 | 10 | 10 | 6 | 6 | 6 | 3 | 4 | 2 | 2 |
| Neck | 10 | 7 | 3 | 7 | 7 | 5 | 5 | 5 | 5 | 5 | 3 | 2 |
| Chest | 8 | 8 | 6 | 7 | 6 | 5 | 4 | 4 | 3 | 4 | 1 | 0 |
| Abdomen | 8 | 8 | 7 | 7 | 6 | 5 | 4 | 4 | 3 | 4 | 2 | 1 |
| Thigh | 8 | 8 | 7 | 9 | 3 | 3 | 3 | 3 | 5 | 5 | 2 | 1 |
| Shin | 6 | 8 | 6 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 2 | 1 |
| Knee | 8 | 9 | 8 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 |
| Upper arm | 8 | 8 | 7 | 8 | 7 | 5 | 5 | 5 | 5 | 5 | 2 | 1 |
| Lower arm | 8 | 8 | 7 | 10 | 8 | 8 | 5 | 3 | 3 | 4 | 3 | 2 |
| Elbow | 8 | 8 | 8 | 8 | 8 | 8 | 5 | 4 | 4 | 4 | 3 | 2 |
| Foot | 10 | 10 | 10 | 10 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 |
| Hand | 10 | 8 | 10 | 8 | 10 | 9 | 5 | 4 | 4 | 4 | 3 | 2 |
| Shoulder | 8 | 8 | 7 | 7 | 6 | 5 | 5 | 3 | 3 | 4 | 2 | 1 |
| Groin | 8 | 8 | 7 | 7 | 7 | 5 | 5 | 5 | 5 | 5 | 3 | 2 |
Scavenging partial armor
In any melee, there is a 1% chance per
man-sized human, demi-human, or humanoid
slain that a character, given time,
will be able to salvage one piece of partial
armor that will fit him or her. Given one
hundred corpses, there is a 100% chance
of finding one piece, and a 1% chance per
corpse over one hundred of finding another;
it takes one round to search one
body. For each item found, one roll is
made on the following table. Note that the
composition of a piece of armor (leather or
steel) depends entirely upon the armor
used by the warriors. All other potentially
important factors that could influence the
sort of armor found must be considered.
| Dice | Item found |
| 01-05 | Helmet |
| 06-10 | Breastplate |
| 11-34 | Thigh guard |
| 35-60 | Shin guard |
| 61-66 | Knee guard |
| 67-84 | Bracer |
| 85-00 | Shoulder guard |
For all items except helmets and breastplates,
an even roll denotes that the item
was made for the right side of the body,
and an odd roll, the left. Thieves may only
use partial armor types made of leather.
Suits of armor
Suits of armor may be fitted neatly into
the partial armor system by determining
to what extent they protect certain areas
of the body. The table at the top of this
page gives these figures.
Combat procedure
Combat utilizing the partial armor system
is conducted in this manner:
1. Initiative and surprise are determined.
2. The combatant with the first strike
attacks, following this format: First, a roil
is made on the hit location tables (making
shield-hit rolls beforehand). Second, the
combatant rolls to hit against the armor
class of the body part indicated by the
previous roil.
3. The combatant with the second strike
attacks, following the same procedure.
JULY 1986
Armor addenda
Dear Dragon,
I would like to commend you on the excellent
job you did on the article, “Armor, piece by
piece” (issue #112);
but I have one question.
Wouldn’t it be coherent to have separate hit
points for each part of the body? For example,
shouldn’t the chest be able to take more damage
than a foot? Also, a person cannot be killed
by
being hit in the elbow, as the current hit point
system would suggest. I think a separate hit
point system would be realistic if you use the
hit
location chart.
James Goldberg
Phoenixville, PA
(Dragon #116)
Though Mart Bandy did not include a system
for calculating the hit points of individual
parts
of the body, he did have a system that took
this
question into account. Because of space limitations,
the following material was dropped from
the original article; we present it now (as
Matt
had intended) for use as a set of optional
rules
for his partial-armor system. -- Roger Moore
Damage modifiers: Damage is modified as to
hit location as illustrated on the following
table.
These modifications result from each area's
importance in maintaining life processes.
| Body part | Damage modification |
| Head | +3 |
| Neck | +3 |
| Chest | +2 |
| Abdomen | +1 |
| Hand | -1 |
| Foot | -1 |
Called strikes:
A combatant may attempt to
strike a specific area of his opponent?s body,
rather than stabbing at any opening that appears.
In this case, the hit-location roll is bypassed
and a -2 penalty to hit is incurred. If
the attack is successful, the desired location
is
hit; if not, no hit is scored. Called strikes
may be
used to knock a weapon from an opponent?s
hand, if damage equal to half an opponent?s
hit
points is inflicted on an opponent?s weapons
arm.
Selective protection: A combatant may
opt to
lend special attention to the protection of
one
specific body part. If this option is utilized,
the
armor class of the specially protected body
part
is bettered by two, while the armor class
of the
remainder of the body is degraded by one.
Also,
all attacks made by the defender while protecting
selectively are done so at a -2 penalty.
Magical pieces of partial armor are feasible
if
the DM so desires. Note that magical shields
are
already accounted for with this system.
It has been said that if the AD&D®
game dies,
it will be of terminal oversophistication.
The
partial armor system adds considerable sophistication
to the game's combat system, but it is
sophistication of preparation, not of play.
The
player is urged to write the armor class of
each
body part of his character on his character
sheet, so that this information is readily
available
in combat.
Monsters, however, are a different matter
entirely. DMs who enjoy hours of grueling
mental excercise may want to prepare a table
giving the armor class of every body part
of
every monster involved in an adventure [See
Alex Curylo's article
on this topic in issue #114,
page 50, for a much simpler system. -- Editor].
Others may simply prefer to guess at values,
using the rules put forth in this article
as guidelines.
Either system is usable, so long as guesses
remain reasonable and the armor class tables
don't interfere with the continuity of game
play
The system adds but a single die roll to combat,
and it brings a wealth of realism to the game.
-- Matt Bandy
Upon reading Matt Bandy's
article, "Armor,
Piece by Piece" in issue
#112, I was moved
enough to express my violent
disagreement with
what I thought was a concept
horribly incongruous
to the AD&D®
game system. I don?t
mean any disrespect to Mr.
Bandy, but I feel he
is not comprehending one
of the most basic
precepts of combat in the
AD&D game (and
alas, the one most frequently
misunderstood).
The introduction of a ?hit
location? table to
the AD&D game defeats
the entire concept of
the hit point system. A hit
point is not equal to X
cubic inches of flesh; a
hit point is a manifestation
of both physical and metaphysical
powers
of skill, guts, luck, and
divine help. A five point
axe hit to an 80 hp fighter
would come nowhere
near touching his heroic
hide; rather, it would
be simply a near miss or
a few hairs off his
herculean arm, or even just
a bit of his endurance
worn down.
To install a ?hit location?
table assumes that
the character is actually
struck by the blow,
which is very often not the
case at all. Only
those last ten hit points
or so equate to substantial
injuries sustained by the
character. Even in
the case of those last few
lethal blows, to roll
their location denies the
DM creative interpretation,
such as ?you are skewered
through the
shoulder,? or ?your long
sword severs his head
cleanly,? and other such
pleasantries. As a DM, I
delight in such gory creativity,
as only the loose
AD&D system allows. That,
I think, is the greatest
triumph of the AD&D combat
rules: the fact
that the dice decide the
outcome, but the
breathtaking cut and thrust
is left to your own
imagination.
Joseph Maccarrone
Brooklyn, N.Y.
(Dragon
#114)
Quote:
Originally Posted by gideon_thorne
Quite right.
Campaigns && battlefield
conditions, one would 'pick up' bits and pieces.
Momentos of fallen comrads
can fit in here as well.
Aragon with Boromir's bracers
is a good example.
Better still...
Actual warriors would strip
the captured and dead foemen of armor so as to improve their own.
The Vikings were well-armored
thus.
Hovever, it is logical that
the "upgrading" would be as cmplete as possible, discarding lesser protection
for greater.
So mixed sorts of armor
would be rather rare I should think, save for hill bandits and their ilk.
FWIW,
Gary