So you suggest increasing the DB for monsters only?
What do you think is a fair amount of increase?
OK.....How about this.
Monster Adjustment Martial Law System (MAMLS)
The problem, as said above, is that the use of Masterwork items, alloyed weapons and battle runes make a PC substantially tougher at earlier levels than HARP core originally intended. While PC's have access to these new ML skills and equipment, monsters don't. For example, a HARP core fighter verses a ML fighter:
Core ML
Chain Full set +40DB MW Black alloy chain +70DB
Full shield +30DB MW Black alloy full +60db
Warhammer MW White alloy Warhammer +25
Min Man. penalty -10 Min Man. penalty 0
Cost 8.9gp Cost 91.5gp
DB (base) +70 DB (base) +130
OB -10 Man penalty OB +25
Man. penalty -10 Man. penalty 0
Quickness bonus -10 Quickness bonus not affected.
Not bad for less than 100gp and probably achievable (price wise) for most PC's by level 3. And this doesn't include Battle Runes introduced in ML so PC's have cheap access to powerful stuff that monsters cannot get.
(BTW I'm defining monsters as creatures who can not use armour or (probably) weren't intended to have any. So Giant Spiders, wolves and dragons are monsters. Humanoids, Dwarfoids, Gnomoids, Gryxoids etc are not. Skeletons aren't monsters as they can wear armour and use shields, Trolls would be monsters as (IMO) they were designed to not wear armour (that's why they have Tough Hide).
Right...Base rules.
1) All monsters are Rigid Leather (minimum) for Armour Adjustment. Hide, fur whatever is considered Rigid Leather Armour Adjustment. (GM's can change this though if they attack PC's with butterflies or bunny rabbits, they can be unarmoured.)
2) PC's armour adjustment will always be based on their armour. Gryphons are unarmoured and Nagazi have soft leather armour adjustment due to their races.
3) (Because I know someone will say it otherwise) Barding for horses, elephants etc will add to DB but will only increase damage adjustment if it's metal. Leather barding will remain Rigid Leather.
4) Tough hide increases Armour Adjustments in increments so:
Tough Hide minor = Chain damage adjustment
Tough Hide major = Plate/chain damage adjustment
Tough Hide greater = Plate damage adjustment.
Now HARP and M:AFG monsters will receive a bonus dependant on their level. The increase is to both OB and DB so a level 1 monster receives +5 OB and +5 DB. The table can run like this:
Level 1 (+5) Level 2 (+5) Level 3 (+5) Level 4 (+5) Level 5 (+5)
Level 6 (+4) and so on........................................Level 10 (+4)
Level 11 (+3) and so on......................................Level 15 (+3)
Level 16 (+2) and so on......................................Level 20 (+2)
Level 21 (+1) and so on......................................Level 25 (+1)
The bonuses will be added together so that a level 3 monster will have +15 OB and DB (+5,+5,+5). A level 10 monster +45 OB and DB (5x5 + 5x4). A level 20 monster +70 OB and Db up to a maximum of level 25 +75 OB and DB.
Hopefully, this should counter the effects of ML and provide a balance between monster level and the challenge to PC's. What do you think?