10-20-2018, 06:10 AM | #31 |
Join Date: Sep 2007
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Re: Silver Weapons, Weird Things That Aren't Enchantments, Armor Piercing
So your friends are somehow weirdly immune to this bonus if you accidently hit them, perhaps in a training accident, or in that one fight where you have a falling out (possibly right before you cease being friends)? I assume "foe" status is defined by the emotional state of the weapon-wielder at the time of the attack, rather than (say) the emotional state of the target. So assassins are immune to the bonus damage at least until after the fight starts.
Sounds like a good rule for one of those belief-defines-reality settings along the lines of Mage: the Ascension. :) |
10-20-2018, 09:24 AM | #32 |
Join Date: Dec 2017
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Re: Silver Weapons, Weird Things That Aren't Enchantments, Armor Piercing
The flip side of this is that armor is much more effective than most games (including TFT) give it credit for. For example, a cut from a saber or short sword or shot from a light draw bow to someone in full chainmail armor has virtually no chance of hurting them at all. I think on balance the value of armor in TFT is better than in most games, but it is still a bit under valued. Anything that functionally reduces its value might make the game less abstract, but would actually make it less realistic when it comes to the 'value proposition' of various weapons and armor.
Anyway, the solutions we're talking about here are basically GURPS. I have always thought (and commented in some early threads here) that the TFT revision wouldn't go far astray by adopting or adapting GURPS rules for shields, armor and damage, so long as it didn't go over board into a full import of all the complexities of GURPS. It is fine that they didn't do that, but a temperate revision in that direction would also be good, and would accomplish what you're talking about. |
10-20-2018, 09:30 PM | #33 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Silver Weapons, Weird Things That Aren't Enchantments, Armor Piercing
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10-21-2018, 09:03 AM | #34 |
Join Date: Dec 2017
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Re: Silver Weapons, Weird Things That Aren't Enchantments, Armor Piercing
Good post! It would be interesting some time to see a quasi-medieval roleplaying game that gets armor close to right. You can get pretty close to there with GURPS or 3E Runequest if you layer armor creatively.
You can actually get pretty close to the right level of protectiveness in TFT if you patch together various items and talents: A knight in chainmail and kite shield (eq. to 'tower shield'), with the shield mastery talent and two levels of toughness talent has 9 points of armor protection, meaning most 1 handed weapons will have trouble delivering more than a point or two of damage, barring a double or triple damage attack. In terms of what you would fear and what you wouldn't, this is pretty much spot on. Of course the way of getting there involves kit bashing various abstract factors - the chainmail itself is only modestly protective against swords and such. But that 9 points of protection is eminently reachable. A plausible knight can't be created de novo, but perhaps could be achieved in a few months of regular play (about 5000 XP): ST 14 DX 14(11, 9) IQ 10 Talents: Sword, Pole Weapons, Shield, Horsemanship, Toughness (x2), Shield Expertise Equipment: Chainmail, Tower Shield, Bastard Sword, Lance, War Horse, Dagger (9 points of protection and -1 for for to-hit for attacks from the front) |
10-21-2018, 10:37 AM | #35 |
Join Date: May 2015
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Re: Silver Weapons, Weird Things That Aren't Enchantments, Armor Piercing
It's pretty easy to come a lot closer to historical with TFT or GURPS, just by increasing the protection value of armor and/or having blades have a harder time penetrating armor than crushing or impaling does.
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10-21-2018, 02:10 PM | #36 | |
Join Date: May 2015
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Re: Silver Weapons, Weird Things That Aren't Enchantments, Armor Piercing
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* Adding 5 to the double-damage brings the odds up to 4.63%. I start getting concerned though that those automatic results are all independent of kill or situation, so I'd tend to want to move the chance of a deadly hit to another roll so that it can take into account skill and the situation. Otherwise skill and cover and movement and range and so on will only effect the rate of flesh wound hits, but deadly hits will just be all by luck and volume of fire. (Though skill with a smoothbore weapon I might tend to cap pretty low anyway, I'd at least want the range and cover to matter.) * I'm not sure what you mean by "when you add guns to the mix"? (My context from our Cidri campaigns, was we had very few guns, and many more heavy crossbows.) If it's just the ITL tripod 12-pound arquebus, wouldn't that be a pretty injurious thing to get hit with when unarmored - notably worse than a crossbow quarrel? But maybe you mean having more common and varied guns? * I think if you get to the point of trying to use TFT for gunfights with guns that allow you to run around and fire around corners and do pop-up attacks and overwatch and opportunity fire during movement and so on, that there start to be issues with the hex grid and five-second turns and lack of ways to model that. But as long as people need to nearly stop to fire... then mainly just opportunity fire (and maybe better cover rules) is missing. (* Seems to me this whole thread but particularly this firearm tangent probably belong in the House Rules subforum particularly in light of recent requests from the management.) |
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