12-13-2017, 04:34 PM | #11 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: [LT][LTC2][MA] Some questions about weapons and armor
Note that anatomical body parts are not the same as GURPS hit locations. GURPS just uses them as convenient terms to help distinguish various hit locations. The "chest" in Low-Tech includes the front AND back. The "groin" includes the entire pelvis in Basic Set and the "face" includes the back of the head. What Low-Tech calls the "thigh" is that part of the leg that is above the "knee" and below the "abdomen" and has a 2/6 chance of getting hit when the leg is targeted. It is not the same the anatomical thigh, which is essentially a flesh-covered femur that extends up into the area that Low-Tech calls the "abdomen" and down into the area that Low-Tech calls the "knee".
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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; 12-13-2017 at 05:09 PM. |
12-13-2017, 05:21 PM | #12 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [LT][LTC2][MA] Some questions about weapons and armor
Hm. I'd have to see evidence that such fluting was actually effective. It doesn't seem likely that bending of a scale (as opposed to passing between scales, or damaging the armor so a scale comes out) is an important failure mode for scale armour anyway, and a simple vertical crease like that appears to be would make the scale stronger in one dimension, but probably weaker in another dimension, so not very useful even if bending the scale does matter.
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12-13-2017, 05:25 PM | #13 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [LT][LTC2][MA] Some questions about weapons and armor
I thought you were implying that it was, based on the rules and the way you didn't discount it along with jacks and scale. I can't think of any historical examples, anyway.
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12-13-2017, 05:31 PM | #14 | |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: [LT][LTC2][MA] Some questions about weapons and armor
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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; 12-13-2017 at 05:41 PM. |
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12-13-2017, 05:47 PM | #15 | |
Join Date: Oct 2004
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Re: [LT][LTC2][MA] Some questions about weapons and armor
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You re-asserted your position, but you did not provide evidence. |
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12-13-2017, 06:07 PM | #16 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [LT][LTC2][MA] Some questions about weapons and armor
He gave a particular failure mode where bending of scales does matter -- if I'm interpreting it correctly, impact would cause a scale to bend slightly, opening up a gap between it and the scale below it. That's evidence. If I were professionally designing medieval armor (using modern testing methods...) I'd want additional studies, as it could create new failure modes, but it's a plausible reason.
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12-14-2017, 09:23 AM | #17 | |||||
Join Date: Nov 2016
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Re: [LT][LTC2][MA] Some questions about weapons and armor
Thanks everyone for the quick replies!
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Low-Tech Armor Loadouts is definitely helpful, but damn you for making me spend more money. ;) Quote:
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12-14-2017, 09:34 AM | #18 |
Join Date: Nov 2016
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Re: [LT][LTC2][MA] Some questions about weapons and armor
I mentioned Defensive Grip because AFAIK, that is the only section that deals with having 2 hands on a 1-h weapon. For a 1-h weapon, using 2 hands gives -2 to attack, but +1 damage. And the +1 parry from defensive grip. A longer handle would provide mitigation for the -2, at a increase in cost and weight of the weapon.
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12-14-2017, 10:09 AM | #19 | |
Join Date: Jul 2009
Location: UK
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Re: [LT][LTC2][MA] Some questions about weapons and armor
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12-14-2017, 12:50 PM | #20 | |
Join Date: Nov 2016
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Re: [LT][LTC2][MA] Some questions about weapons and armor
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