06-11-2016, 03:03 PM | #31 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Low-Tech Armor - Proposal for some modifications
Also, there is a shortage of research on the comparative effectiveness on different types of armour, and when such research is carried out it might not give results which would create a GURPS campaign with the variety of armour which was seen historically. For lots of questions which gamers ask, "what is realistic?" is a question about which there are opinions not clear, evidence-based answers.
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06-11-2016, 06:51 PM | #32 | ||
Join Date: Oct 2004
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Re: Low-Tech Armor - Proposal for some modifications
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There is also, an active element of chauvinism among some RPG players and writers, who may prejudice certain types of information over others, or misinterpret information, or (and this is the constant danger) simply mishandle the conversion from real world to game system. This is why playtesting is so important, and why it's so important to realize that consensus really does help bring about a better end product. Know-it-alls and maverick experts seldom produce good rules. It's hard to do this job in a vacuum. Quote:
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06-12-2016, 03:56 AM | #33 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Low-Tech Armor - Proposal for some modifications
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Edit: I figure that authors are doing the best that they can with the evidence and resources available to them and within the limits of a house style which prevents them from citing sources or discussing how they think something works, what other views exist, and what choices they had to make to represent that reality in GURPS. Academic rigour tends to cost more than games companies can afford, and many of these problems are hard. I would like to see more RPG products which focus on asking how something works, showing their work and giving a good-enough-for-gaming answer, like the old "omniscient eye" column in Pyramid 2, and gaming stores which had more gamer-friendly nonfiction and less splatbooks. But it seems that books of monsters and hundreds of slightly different variations of D&D are what sells (to the extent that anything in the RPG industry sells enough to keep a storefront open, and the industry does not depend on comic books and CCGs and Atlantean Swords and tee shirts to fund the odd aisle of product).
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 06-12-2016 at 11:37 AM. Reason: Afterthought |
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06-12-2016, 05:37 PM | #34 | |||
Join Date: Oct 2004
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Re: Low-Tech Armor - Proposal for some modifications
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06-13-2016, 06:17 AM | #35 | |||
Join Date: Jan 2010
Location: Brighton
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Re: Low-Tech Armor - Proposal for some modifications
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This variation in immediate and possible long term effects is one of the things that GURPS get's right IMO. If nothing else while all one point wounds could conceivably be life threatening (if you use the specific rules and have the right combination of rolls). A first aid roll can have them disappear pretty quickly as well. Of course depending on where they are that might not be true! Also an average knife slash to an armoured neck? It's going to depend on what's average. A long knife in ST10 hands will be doing 1d-1 cut so an average of 2.5 damage. Most neck armour will happily protect against that without even needing edge protection (and it's the bleeding on that location which is the potential killer). However as I footnoted in my post, what counts as "inconsequential" is it's own discussion. Quote:
Take that knife slash example. Against an unarmoured neck and it gets nasty pretty quickly even though the initial attack isn't huge damage. But put some armour on that neck and the risk drops markedly. Ultimately there's a reason why the high value targets namely skull and vitals were armoured first if possible. Neck's a bit of a fringe one, armouring it is harder than those two but getting hit there is also harder. Last edited by Tomsdad; 06-13-2016 at 06:50 AM. |
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06-13-2016, 11:26 AM | #36 |
Join Date: Jan 2006
Location: Central Europe
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Re: Low-Tech Armor - Proposal for some modifications
Fair enough, but doing that in a thread about a specific rule by a specific author in a specific book is easy to read as meaning something more specific ...
I don't think that any two people given the same shelf of books and rules engines would come up with exactly the same armour rules, but I think that the ones in Low Tech (corrected by Dan's errata) do a good job of consistency with the rest of the system and with reality.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
06-13-2016, 04:03 PM | #37 | ||
Join Date: Oct 2004
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Re: Low-Tech Armor - Proposal for some modifications
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06-13-2016, 05:23 PM | #38 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Low-Tech Armor - Proposal for some modifications
The reason why the edge protection rules were implemented was because realistically it is virtually impossible to cut through armour with a sword - even leather and cloth. It works well with swords but causes problems with other weapons, such as axes.
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06-13-2016, 06:15 PM | #39 |
Join Date: Oct 2004
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Re: Low-Tech Armor - Proposal for some modifications
Yeah, I remember that discussion.
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06-14-2016, 04:06 AM | #40 |
Join Date: Jan 2010
Location: Brighton
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Re: Low-Tech Armor - Proposal for some modifications
Out of interest what's the issue with axes and edge protection?
Last edited by Tomsdad; 06-14-2016 at 04:58 AM. Reason: if I'm only going to write one sentence, best make it a clear one! |
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combat, low tech, low tech armor |
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