Armor as bonus HP: trying to solve the DR scaling problem
Hi there,
I have been working on a d20-adjacent homebrew and going back and forth on the classic armor debate. Figured I'd share where I landed because I'm not fully convinced yet and curious if anyone has tried something similar.
I have read extensively around the old dilemma of armor as AC or armor as DR and came to the conclusion that I am not sure I like either.
The DR problem is what's been bugging me. It looks fine on paper until you run the numbers. Take a character with 10 HP facing a 1d10 weapon. DR 0, they die in roughly 2 hits. DR 3, maybe 4 hits, fine. DR 5 and suddenly it takes around 20 hits to kill them. The curve just falls off a cliff because you're shaving off most of the average damage and even if you implement a minimum 1 damage per hit rule means you still technically get hit, just for almost nothing. An army of goblins becomes a joke. That's not what I want.
Plain armor-as-AC doesn't satisfy me either because once something hits you, the armor might as well not exist.
So here's what I've been turning over. Let's start from the assumption that HP isn't literal health, it's your trained capacity to stay in the fight. The HD 10 veteran doesn't have ten times the blood of a first-timer, they just have decades of conditioning that lets them roll with hits that would floor someone else. That is what HP scaling is modeling. Given that, armor should extend that capacity, not reduce each hit.
The idea I was implementing is that armor gives you a pool of bonus HP that drains before your real HP. Heavier armor gives more HP per Hit Die but reduces your Dex contribution to Defence, so you become easier to hit but harder to grind down. Full plate might go from +8 AC flat to something like +4 AC and 4 HP per HD. At HD 1 that's 4 extra HP, barely anything. At HD 10 that's 40, which is a real buffer.
The pool only counts for attacks that roll against your AC. Fireball, traps, poison, a fall: straight to real HP, no buffer. The reasoning is that when something targets your AC the whole active combat system is running, your body, your training, your armor positioning. When something bypasses Defence entirely that system never engaged, it's a different kind of harm entirely. Crits and sneak attacks still drain the buffer though, they just cost more from it.
Recovery: when you spend a Hit Die to recover, you refill the armor buffer too. Scaling is linear which is the main thing I like about it versus DR. Twice the HD, twice the buffer, no cliff.
What I'm not sure about: does tracking two HP totals actually add overhead at the table or does it play fast enough that it's trivial?
Should shields give a small buffer of their own? And does the "only Defence-targeting attacks" boundary hold up at the table or does it generate constant edge case questions? Do you have some edge cases in mind?
Has anyone run something like this?
Thanks a lot to everyone!