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Originally Posted by Joseph Paul I find variable armor points to be terribly unrealistic and they are one of the reasons that I never did get into Stormbringer. I can't see anyone investing in armor that has as large a spread of vulnerability as represented by a random die roll. Real warriors did not spend the equivalent of a modern house for armor that didn't protect reliably. Quote:
As in real life armor represents a major investment on the part of the warrior. It took much sacrifice for them to afford the harness in the first place and armor was looked upon as a major component of one’s ransom in Europe. My feeling is that role playing charcters make in-game sacrifices to be able to afford the appropriate protective gear and that the effectiveness of that gear should not be diluted with out some sacrifice or effort on the part of the attacker. Simulating angle of attack and other tedious ephemera of a succesful blow by randomizing the protective quality of the armor is to be double dipping against the target. The attacker already gets the possibility of specials that incur more damage as well as crits that bypass armor altogether and do more damage in some iterations. Is there really a need to raise mortality by denying the defender his armor with no more work from the attacker? Come on I paid for plate defenses and only 10% (10 on a D10) of the time am I getting plate defenses! Quote:
I disagree based on what the comparitive cost is. The armor was a major investment, we seem to agree on that, and was often priced at a significant fraction of the warriors annual worth. Men-at-Arms and Knights are professionals and today the most analogous purchase for a modern professional is a house (or a sports car if they are in a mid life crisis and looking for a trophy wife!). Compared to many modern professionals’ salaries there are many houses whose cost is a significant portion of the (pre-tax) base salary. So for instance $100,000/annum salary and a $75,000 house gives some idea of the worth of the harness to a warrior. Quote:
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Just what do you see as so variable in the armor? In BRP damage is already tied to skill in that you have to first make the roll to have any effect and then BRP does give bonus damage to particularly good skill rolls i.e. specials and criticals. The damage roll is a better place to subsume any question of the attackers ability to place a weapon effectively on target not the armor. Again such a mechanic lowers the utility of armor to far less than what it was historically. Warriors knew that their harness was trustworthy and that the possibility of a wound arriving through some deficit was remote. Vegetius comments to the infantry are to allow the armor to take the blow and press your attack. There are many examples of armors being praised as proof against all but the most vigourous attacks. Did people get wounded through chinks in the armor? Yes but not nearly so frequently as this misplaced mechanic suggests and generally by action of the attacker. Such actions are better modeled with the current ‘bypasses armor’ ability of the critical or by a deliberate targeting mechanic IMO. Joseph Paul
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__________________ Joseph Paul "Nothing partys like a rental" explains the enduring popularity of prostitution.
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Triff, it is one of those gaming concepts that may sound cumbersome, but actually works fine in play, rather like the wounding system in Savage Worlds. You only roll armor when there is a hit anyway. A quick 1D6-1 for leather...I quickly got to where it was automatic. As for the players, it adds a level of uncertainty and danger to combat that keeps combat from becoming 'ho-hum, another goblin'...because even the sorriest specimen of goblinhood can skewer the big knight in plate armor. It doesn't happen every time armor is rolled, so it isn't as 'deadly' as you might think. It has to be just the right combination of damage level and bad armor roll...but the possibility is always there and makes for much more exciting combat sequences, IMO. As to how the players take it, that depends on the individual. I tend to associate with players with a mature attitude and without unhealthy strong attachments to imaginary characters, so I have never had a problem like that. Oh, one other thing, I always let the PCs make armor rolls, even on criticals, unlike the official Stormbringer rules...it is quite deadly enough without disallowing the armor roll on critcal hits. Overall I'd say it's considerably less lethal and cumbersome in play than many popular games out there, like Warhammer (which I also like).
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I Figure critical and special hits, along with randomness of the die roll, are there to simulate weak points in armor. If we are going to roll to simulate weak points in armor then we should then also should simulate that certain armor protects better against certain types of attacks too. For example how much protection should chain armor provide against a slashing sword and how much against a spear or rapier? More realistic yes , but game can then get bog down.
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Yeah, but you always have to be careful about how much 'realism' to add to any rpg, don't you? That aside, there has been the occasional rule in this or that BRP game to simulate the effects of different weapons against various armor types, and differetiate wound types. Like RQ2's impale/slash/critical. Hawkmoon had a rule where the mace negated half the armor roll of chainmail, 'due to it's nature', reducing the roll for chainmail from 1D6 to 1D3. Stuff like that? I imagine some of those types of rules will make appearances in the new book, too. It's just that I have found the simple variable armor system in the early Stormbringer editions to be the fastest, most elegant, most evocative armor rules I have found. A winning combination.
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At the risk of sounding like a thread policeman (which I'm not), is this argument going anywhere other than one of these two positions?
1. I prefer variable armor protection because it suits my style of play more vs. 2. I prefer fixed armor protection because it suits my style of play more The core book uses "generic fixed" armor as the default, and presents variable as an optional system. Everyone wins! |
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No. I choose #2 for a variety of reasons. |
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