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Actually, Jason, I was just trying to answer the questions Triff posed without regard to distractions. I don't have a 'one true way' attitude, just a preference...and I am attempting to share a positive viewpoint about something. That's all. Variable points work as well as better than anything else I have seen, and are a viable option. And I am happy that you included both fixed and variable armor in the new book.
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In the early EC games, leather 1D6-1
half plate 1D8-1 full plate 1D10-1 w/helm 1D10+2 In Elric!/Stormbringer 5, leather 1D6-1 w/helm 1D6 ...similar to above, until you get to Melnibonean armor, half plate 1D8+4, and I think Meln. full plate was something like 1D10+8, just to give you an idea. |
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So average protection would be:
leather 1D6-1 = 2.5 half plate 1D8-1 = 3.5 full plate 1D10-1 = 4.5 w/helm 1D10+2 = 7.5 So leather is a bit stronger and plate a bit weaker. Then, what the heck!? Melnibonean half plate 1D8+4 = 8.5 Melnibonean full plate 1D10+8 = 13.5 With +4 and +8, doesn't that kinda defeat the purpose of rolling? Anyway, I am in the fixed armor camp. The variable damage covers angle of attack and Specials and Criticals would be hitting weak points or unarmored areas. Armor is designed to minimize weak points and gaps. Sure there is going to be some, but armor is designed to minimize those as much as possible. How effective is a dagger vs. full plate anyway? There is no way you are going to shove a dagger through a metal plate. You are either going to have to jab at the seams (Special), or you are going to stab through a gap (Critical). I find it interesting that the example was made that "even the sorriest specimen of goblinhood can skewer the big knight in plate armor" when talking about variable armor. We have played with fixed armor for years and the number of times that some lowly bandit or militia (or trollkin or zombie or feral broo, etc.) has taken out a location of even our most heavily armored warrior is frightening. Specials and Criticals are not to be discounted.
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Lord Twig. The d8+4 etc. was Melnibonean armor, only...and from Elric!, a different ruleset. Added in my list for comparison only, and yes they do sort of defeat the random roll...that was part of Melnibonean superiority in warfare. They make real good armor. The rules that go along with the first set of armor values are the original Stormbringer and are a 10% critical that doubles damage dealt by the weapon; half total hit points are a major wound that yields a possible crippling effect. And no armor roll on a critical (which part I never used, as it tends to result in instant kills on criticals). The net effect being about the same as special/critical with solid armor value and hits by location. The main difference is that 10% critical/variable armor/major wound level is considerably easier and faster to run with a fraction of the book keeping. I'm OK with either one playing, but I much prefer the variable armor system when GMing. And it does help level the playing field for weaker npcs, it makes them more of a threat. Or so I have found running many games with both systems. It's MY preferred way.
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How would you rate an Age of Mail knight that had an homogenous armor of mail in all locations? None of it is any lighter than the others and there basicly aren't any areas that are unarmored. Would this end up like the Melnibonean armors with a huge plus?
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What the heck are you typing with here?! I haven't seen so many html tags in a post around here before...
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Also, it sounds like your worst issue is with the specific implementation rather than random armor in general. I'm only supporting the concept of random armor. FWIW, I've played far more RQ2/3 than anything else and have never bothered with random armor in it.
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