I am still looking at the DoomQuest hack in Fight On! #11, and playing around with the mechanics. I think there is a really cool minimalist game here and I am glad to see I am not the only one enjoying this.
I have changed the format of armor in DoomQuest. While I love the way RuneQuest armor works, it slows combat down and I want something more abstract like D&D combat. So, taking my current love of abstract armor to work with any historical/fantasy like setting, I used the Fields of Glory armor classification again for this hack. We have 4 armor categories: Unprotected, Protected, Armored, and Heavily Armored. Each category provides an Absorption rating and an encumbrance rating, as well as determining your move rate.
So I have given the values as below:
Unprotected (U): AP 0 / ENC 0 / MV 12"
Protected (P): AP 3 / ENC 6 / MV 9"
Armored (A): AP 5 / ENC 10 / MV 7"
Heavily Armored (H): AP 7 / ENC 14 / MV 5"
Again, it is up to the players and the GM to determine what makes up each of the categories. I would suggest light armor (such as quilted, padded, or leather) or shield only as protected. Shield & light armor for Armored, and shield and heavy armor for heavily armored (such as mail and plate).
I have stated up a few Monsters / NPCs with these rules and here is a ghoul and a wight as examples:
Ghoul (eater of the dead)
sword: 14 / sorcery: 6 / social: -
enc: 22 / move 9" / Xp Value: 140
Armor: 3 (P) / HP 7 / attack: claw (d8)
Barrow Wight (dead noble wearing armor buried in)
sword: 12 / sorcery: 16 / social: -
enc: 18 / move 7" / Xp Value: 160
Armor: 7 (H) / hp 24 / Attack: weapon (d6)
Spells: Fear, Befuddle, Death Touch
Special: Can only be harmed by magic weapons & spells.