All about Helmets
Helmets do not improve AC and do not add DR.
Instead, a helmet protects the head from serious injury when things go wrong.
A player without a helmet is always at risk when the blow lands in the worst place possible. Most of the time this will not come up. But when it does, it matters a lot.
Restrictions: Wizards and Thieves may not wear helmets. Helmets disrupt senses by dulling hearing, limiting vision, breaks concentration, etc. - making all abilities for those classes impossible while worn.
When head trauma checks should occur?
The DN may call for a head trauma roll when a natural 20 is scored against the character when attacked from above, or natural 1 is rolled when a character makes a Chance Roll, Save Roll or Probability Roll - related to potential body damage:
Examples:
A high fall onto stone or metal while attempting to walk on ledge (roll 1 on Chance Roll)
Forcing open a rusted iron gate which snaps and collapses overhead (roll 1 on Chance Roll)
A ceiling trap smashes down from above (roll 1 on Save Roll)
A rock, boulder, or heavy object drops onto the head (roll 1 on Save Roll)
A horse suddenly rears or bucks beneath a rider (roll 1 on Probability Roll)
If a character has no helmet, the DN should raise the stakes.
Possible consequences without a helmet?
When head trauma happens, DN decides and determines relative to scene.
Dazed - next turn is lost
Blurry vision - Quick saves are at risk for a short time
Ringing ears - Mind save rolls are harder until rest
Knockdown - character is stunned and falls prone
Memory jolt - forgets current action or spell
Complete blackout - lights out, body drops
Why players will want helmets?
A helmet will not stop blows like armor's DR and will not help you dodge like Dexterity Bonus.
It protects thought, balance, and consciousness when the world hits the head instead of the body.
If your cleric or fighter values their eyesight, balance, hearing, or consciousness, wear one.
Helmets Costs & Examples
Leather Cap - Thick hide or boiled leather, common militia wear. 3 gp
Padded Coif - Quilted cloth wrap that cushions blunt impact. 5 gp
Studded Cap - Leather helm reinforced with studs or bronze rivets. 8 gp
Nasal Helm (Viking Style) - Conical iron or steel with a nose-guard bar. 12 gp
Samurai Jingasa - Lacquered hat, lightweight, built for mobility and rain protection. 14 gp
Half-Helm (Iron/Steel) - Simple iron skull dome with reinforced brow. 15 gp
Spangenhelm (Persian / Germanic) - Sectioned iron plates with mail drape over cheeks and neck. 18 gp
Barbarian Horn Helm - Leather base with bone or antler crest, ceremonial and intimidating. 20 gp
Zulu War Helm - Woven reeds layered with hide, sturdy but flexible. 22 gp
Full Helm - Wraps skull completely, deflects strong blows more reliably. 25 gp
Lamellar Helm (Steppe Riders) - Overlapping metal scales, popular with horse archers. 30 gp
Khopesh Helm (Egyptian Bronze) - Bronze plate helm with flared rim and colorful plume. 35 gp
Norman Kite-Guard Helm - Sloped nasal helm with cheek plates, favored by early crusader cavalry. 32 gp
Tibetan Copper Ridge Helm - Copper and iron layered crown, wind-resistant and ridge reinforced. 38 gp