11-04-2013, 03:43 PM | #81 |
Join Date: Aug 2007
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Re: Damage and wounding readjustment
You have a source for that?
Your contention that "real" mulberry bark would have been even tougher seems improbable given the resistance to penetration actually shown.
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Fred Brackin |
11-04-2013, 03:48 PM | #82 | |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Damage and wounding readjustment
I don't have a source. I know the the budget that they have for a typical show and the amount of cloth that they would have needed to make armour. I also know what real barkcloth looks like and that's not what they filmed. I therefore conclude that they didn't use real barkcloth but a cheaper substitute. The fact that they never once mentioned the word "barkcloth" is a giveaway. They thought that historical armour was actually made from paper, so that's what they went looking for.
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Compact Castles gives the gamer an instant portfolio of genuine, real-world castle floorplans to use in any historical, low-tech, or fantasy game setting. Last edited by DanHoward; 11-04-2013 at 04:03 PM. |
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11-04-2013, 03:49 PM | #83 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Damage and wounding readjustment
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11-04-2013, 09:02 PM | #84 | |
Banned
Join Date: Apr 2008
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Re: Damage and wounding readjustment
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11-04-2013, 09:18 PM | #85 | |
Banned
Join Date: Apr 2008
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Re: Damage and wounding readjustment
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Even if neither penetrate, a three foot pick with a 3 pound head will make a bigger goose-egg in armor than a three foot sledge hammer with a 3 pound head, and a three foot adze with a three pound head will be somewhere in between. |
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11-04-2013, 10:39 PM | #86 |
Join Date: Apr 2013
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Re: Damage and wounding readjustment
To agree with Figleaf23's point, in what way is the mace's striking surface designed to hurt somebody without actually reaching their skin that doesn't equally apply to a striking surface designed to cut? It's likely, as Anthony pointed out, to be easier to make good contact with a blunt weapon but specifically how would a straight hit be more damaging? I don't think it would.
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11-05-2013, 03:52 AM | #87 | |
Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
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Re: Damage and wounding readjustment
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*common sense number that is actually going to be wrong on the low end if you can do the math, which I can't right now. Off the top of my head, I recall something about it being closer to 3-5 times the energy absorbing ability increase with each doubling of impact length for an edged weapon.
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MIB #1457 Last edited by sjard; 11-05-2013 at 03:56 AM. |
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11-05-2013, 05:41 AM | #88 | |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Damage and wounding readjustment
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The good news is that there are other ways to kill apart from penetration, a good one is through brute force, if your attack has enough energy, doesn't matter the type, this energy will pass through the armor, and hit him, creating internal damage. So, an axe or mace will do the same damage, as for swords, they'll do less damage, since they have less energy to begin with. Said that, the mace has an advantage over the axe, it always hit the right way, an axe at an angle will slide through the armor, a mace at an angle will hit you as hard as always.
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I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
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11-05-2013, 07:49 AM | #89 | |
Banned
Join Date: Apr 2008
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Re: Damage and wounding readjustment
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11-05-2013, 08:27 AM | #90 |
Join Date: Nov 2009
Location: Oregon
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Re: Damage and wounding readjustment
I think the point that they're making is that if you're assigning armor divisors to damage types, both cutting and crushing should have armor multipliers. Cutting might have a marginally better multiplier (like x3 instead of x4) but neither are expected to penetrate battlefield armor (unless you raise ST to super-human levels). Crushing does most of its damage via blunt trauma, cutting does most of its damage on unarmored locations.
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Tags |
armor divisor, damage, wounding |
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