07-08-2018, 11:20 PM | #41 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Armor
For armour talents I think a critical question is whether you're trying to make a system that's cinematic or realistic.
I favour the cinematic path, partly because I like the idea of barbarians and knights arguing about which approach is better, and partly because it increases the diversity of characters, which has always been a TFT problem, and partly because it's the Roman-versus-German example from Melee. But it's a strategic decision which Steve will have to make. You could have the cinematic-style armour talents and say, "In a realistic game the armour talent is free to all characters," then both styles of game are supported. Some have said that all players would choose the armour talent so what's the point. I'm not sure you can say that if you don't know what it costs or does. |
07-08-2018, 11:22 PM | #42 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Armor
I've heard people say that armour doesn't hinder your movement, and that e.g. you can do gymnastics in it. I think that is to some extent attacking an (unarmoured) straw man. As an example, chain will reduce a rather agile person (DX 12) to a slightly clumsier than average person (DX 9). In canon TFT anything the first can do the second can as well, including gymnastics, just not as well. Perhaps the DX penalty is a little large but it's not by any means absurd.
Armour is a tradeoff of inconvenience against protection, you can imagine a graph with armour thickness on the x-axis and net benefit on the y-axis. It starts at the origin, rises until the weight of the armour becomes overwhelming and declines. Historical armours are attempts to find the maximum of that graph and so will not be at a point where the armour is causing no significant inconvenience. If they were, they'd be sub-optimal compared with something heavier. |
07-08-2018, 11:42 PM | #43 |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Armor
The names of armour - cloth, leather, chain, plate, etc. are highly misleading. Historically they didn't represent rising levels of armouredness but rising levels of armour technology. Once we knew how to make plate, only poor people using second-hand armour wore chain.
A more realistic system might describe the levels of armour according to their degree of coverage. This also has the advantage that it's easier to visualise the character: instead of saying what the material of the armour is you know where it is, which I think makes for more interesting miniatures. The levels might be:
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07-09-2018, 02:52 AM | #44 | |
Join Date: May 2018
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Re: Armor
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07-09-2018, 02:18 PM | #45 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Armor
Quote:
I usually agree with you, so it is not very often that I reply. But I would like to say this is a really cool idea. I see it as a two dimensional array... One axis is the level of coverage, and the second is the level of technology. Theoretically, you could write up TFT armor thru battle suits. Very neat idea. Warm regards, Rick. |
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07-09-2018, 02:34 PM | #46 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Armor
Quote:
I would put this in the new equivalent of the Other Weapons section of Advanced Melee (pg. 12). Giving the armor a specific name like Chain or Fine Plate is evocative, in my opinion, and should be retained. (This is why I'd generally oppose replacing sword names with "Short One Handed Sword", "Long One Handed Sword", etc.) |
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07-09-2018, 02:38 PM | #47 |
Join Date: Nov 2010
Location: Arizona
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Re: Armor
While I fully understand where David is coming from, I have to say that I actually prefer the existing names for armor -- as Ty points out, they are evocative, and really we're also looking for atmosphere here, not just clinical accuracy.
However, having said that, I think David has an excellent basis for an article for whatever the SJG house organ for TFT winds up being (whether it's Pyramid or something else), and I sincerely hope he writes it up! |
07-09-2018, 03:00 PM | #48 | ||
Join Date: May 2013
Location: Tyler, Texas
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Re: Armor
Quote:
Fine plate grants a 20% bonus on hits stopped and reduces DX by 20% less. Comparable "fine chain" would be +0.6 hits and a DX adjustment of -0.6 less. That can justify either a +1 to hits stopped (my choice) or only a -2 DX adjustment. Leather would be +0.4 hits and a DX adjustment of 0.4 less. Cloth would be +0.2 hits and a DX adjustment of .2 less. I don't think that this is really enough to justify a change in ratings. (Also, I don't think that leather and cloth are as amenable to improvement as metal that has been forged especially well.) So I'm not convinced that we need fine versions of leather and cloth. Quote:
200 lb 6'2" male: ~2.17 sq m of skin area 180 lb 6' male: ~2.04 sq m of skin area. 150 lb 5'9" male: ~1.83 sq m of skin area. 120 lb 5'6" male: ~1.61 sq m of skin area. Assuming the 5'9 guy is average, a suit of plate weighs: 65 lb for the 6'2" guy 61.3 lb for the 6' guy 55 lb for the 5'9" guy 48.4 lb for the 5'6" guy As expected, skin area goes up less than mass. But the difference isn't huge. So the 6'2" guy has 1.33 times the mass of the average guy, but his armor weighs only about 1.19 times as much as the average guy's armor. The 6'2" guy effectively saves about 8 pounds of armor. I don't see that as a huge deal. |
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08-03-2018, 11:12 PM | #49 |
Join Date: Jan 2018
Location: Portland, Maine
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Re: Armor
Armor and Races
ITL P50 Dwarves Dwarves can also carry immense loads. The maximum load for a dwarf is DOUBLE that for a man of equal strength. Consider: A Dwarf’s MA is 10. Consider: Cloth MA = 10; Leather MA = 8; Chainmail (& onward) = 6 Consider: Advantages of Great Strength
I know that the affect on MA of Armor is not just weight, but mobility too. However, it would seem that Dwarves with High, but not incredible, ST might actually benefit from being able to carry heavier loads. Perhaps something along the lines of 2/3rds the Advantage of Great Strength
-------------------------------- Perhaps certain races produce armors that are more special due to materials or techniques: Dwarven Chainmail Stops 4 points at Dex -3. Dwarven Chain acts as if it is Fine Chainmail. However, the manufacture of Dwarven Mail requires Dwarven Steel and other expensive ingredients (the exact nature of which are a closely held secret of the dwarven race) and suits can only be made for the mightiest of lords & heroes & Dwarves Friends. Dwarven law also mandates that suits of Dwarven Mail be controlled; issued to Dwarves or Gnomes only. All outside sales are to be registered with the Armorer's Guild. Dwarven Mail that is worn by those races disliked by Dwarves will risk confiscation (or worse).
An elven cottage industry of armorer/weavers manufacture this amazing shirt from the Kevlar plant. Sometimes these are exported. Perhaps other races make exceptional racial armor.
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08-04-2018, 06:45 AM | #50 |
Join Date: Mar 2018
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Re: Armor
I like the idea of armor being in a straight line because of its simplicity but sometimes I think the dx adjustments for armor are too harsh. For beginning characters there are a lot of situations where you are less effective in combat and slower if you choose to wear armor. So it is a lose-lose. This situation changes as your dx goes up of course but it might be worth considering one less dx adj for each armor type (leather would be -1 dx and stop 2 hits, chain would be -2 dx and stop 3 hits etc). This might complicate things with different shields and cloth armor for consistency but I'm sure it could be worked out.
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