I had said in a previous post I wasn't going to bark up this tree. Well, here I am, yapping away.
This post was inspired by this Tweet that said that tracking minute pieces of armor seemed boring. Obviously different strokes -> different folks, but I think this could be fun.
This is a continuation of my series about incomparable classes. As before, I've framed the rules here into a GLoG milieu but you can steal the basic concepts pretty easily.
A - Iron Law
B - Iron Word, Squire
C - Ironclad
D - Baron or Knight Errant
The Iron Law
You are a noble. This grants you the Rights of the Lex Ferum. These rights include:
- The Right of Iron. You may wear armor. No one else can.
- The Right of Judgment. You may mete out justice to anybody of the peasant class, up to and including execution.
- Anybody - even peasants - can complain about your behavior to your liege lord. They may choose to censure you if your judgments prove ignoble.
- The Right of Challenge. You may challenge another noble to Trial by Iron to settle any matter of honor between you. This may be to first blood, to yielding, or to the death. This includes the right to engage in Jousts.
- The Right of Conquest. You may claim a single piece of a defeated knight's armor and add it to your Coat of Arms. (The knight can try to ransom the armor back through gold.)
- The Right of Redemptio. You are immune to all civil penalties except those from your liege lord (or someone higher in the feudal chain). You will almost never be put to death out of hand. You and your armor will almost always be ransomed back to your family.
New Armor Rules
- Each cool thing you describe your character with (a tattered cloak, a jaunty hat, an eyepatch, a short briar pipe) gives you +1 Defense.
- If the thing is REALLY cool and magical (an elven cloak, a gleeman's patch cloak, a glowing blue woad tattoo, hourglass pupils) gives you +2 Defense.
- You may only have three pieces of flair.
Prime Ability - Coat of Arms
As a knight, you have an additional page of your character sheet/legendarium called your Coat of Arms. When you gain a piece of armor as a gift from your lord or through the Right of Conquest, note it down here. You also use this sheet to track if a piece of armor is broken or undamaged.
If you gain a crest or a shield, draw what they look like. Any piece of armor can be repainted or remade by a smith for 1-100 silver.
You can have six core pieces of armor: bascinet (head), great helm (head, also), breastplate (torso), vambrace (arms), greaves (legs), and shield (left arm). Each piece of core armor raises your Defense score.
Each piece of armor can be supplemented with auxiliary armor. For example, a great helm has both a visor and a crest as auxiliary armor. Auxiliary armor does not raise your Defense score by 1.
- You must have a core piece of armor to wear auxiliary armor. Like, you can't attach your cuisse to nothing. You have to have greaves.
Technique of the Bascinet
Technique of the Breastplate
Technique of the Greaves
Technique of the Great Helm
Technique of the Vambrace
Technique of the Shield
The B/X Fighter never appealed to me when I was a kid. Back then, I thought that wizards were cool. They could do ~*stuff*~. Fighters could wear armor and carry magic swords. Why couldn't everybody wear armor? Didn't Gandalf have a magic sword and be a wizard? This is dumb and lame.
Still, as many veterans know, the Fighter had a true utility. This class is an exploration of how "wearing armor" and "having followers" is actually fun. It forefronts the utility of these choices and balances it against the noblesse oblige.
The thing that makes this class work for me is "The Iron Law." Murder hoboing is something a lot of PCs feel that they can do with impunity. The knight makes the bounds of this explicit.