I am going back on my previous thoughts about unarmoured AC for fighters. I now dislike the proposed solution I drafted in that post.
A character’s hit points represent his ability and luck when it comes to avoiding the lethal effects created by the point of a sword. In Dungeons and Dragons, armour class doesn’t scale with level, but hit points do. This is because a characters ability to avoid being hit isn’t reflected primarily by armour class, but by his hit point total.
As such, I think there are a couple of things that can be done to better reflect the trope of the loincloth wearing barbarian or chainmail bikini clad amazon while still keeping the same B/X combat system.
These are nothing earth shattering.
1. Start characters at a higher level - this gives them more hit points and also reflects the fact that S&S characters are usually already quite capable.
2. Give starting characters some sort of hit point kicker - something like adding the character's constitution score to their beginning hit point total.
An important thing to remember to capture the the S&S feel is to always focus on in-game disadvantages of wearing heavy armour. Such things as noise, heat, sand, insects, costs for repairs, etc should cause definite in game problems for any character wearing heavy armour.
I would also make armour much more expensive than given in the B/X rulebooks if I was running a sword & sorcery hack.
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