09-18-2015, 10:58 PM | #1 |
Join Date: Dec 2014
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Impaling and Cutting vs. armor
Please correct me if I'm mistaken, but don't thrusting attacks with swords and spears penetrate armor (sometimes even plate) much more easily than cuts? The RAW inverses this relationship with cuts (doing swing damage) penetrating DR better than impaling attacks (doing thrust).
How would someone fix this? |
09-18-2015, 11:15 PM | #2 |
Join Date: Aug 2009
Location: OK
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Re: Impaling and Cutting vs. armor
I'm not aware of any historical evidence of swords, either thrusting or swung, penetrating armor. Are you talking about gaps or holes, like the eye slits in a visor? You might be able to find an example of a lance from a mounted man penetrating an unspecified armor. It's very rare for any type of weapon to penetrate armor (if it was easy, the man would wear thicker armor).
There are already the optional edge protection rules in Low Tech, page 102. If I were doing new rules from scratch, I would probably give different weapons an armor divisor based on the surface area of the striker and the hardness of the weapon.
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09-18-2015, 11:25 PM | #3 | |
Join Date: Dec 2014
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Re: Impaling and Cutting vs. armor
Quote:
https://www.youtube.com/watch?v=osTQrJ_axfc Here is a video of an iron age spear vs. 16 gauge armor (DR 5 or so) and getting some penetration. https://www.youtube.com/watch?v=E8vFfDuG-iA The penetration is similar to bodkin tipped arrows fired from warbows. Bodkins get a (2) armor divisor. Should thrusting swords/spears/polearms also get armor divisor, or should cutting attacks which do not penetrate armor as well get a (0.5) armor divisor? |
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09-18-2015, 11:42 PM | #4 |
Join Date: Sep 2004
Location: Medford, MA
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Re: Impaling and Cutting vs. armor
Have you checked out the edge protection rule that was mentioned? That may deal with your concerns.
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09-18-2015, 11:49 PM | #5 |
Join Date: Dec 2014
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Re: Impaling and Cutting vs. armor
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09-18-2015, 11:54 PM | #6 | |||
Join Date: Aug 2009
Location: OK
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Re: Impaling and Cutting vs. armor
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Quote:
Maybe that is a good steel breastplate in the video, but even then, that's still only ~DR 4.2 and it doesn't make much difference. Once you get into actual good armors, like steel, or even thicker iron ones, you don't see these sorts of small holes appearing. And even with that thing in the video, I don't think you would be in any danger wearing that into combat. Quote:
It might well be the case that a sword should have a divisor of (.1) against steel armor, and that an iron spear should have (.8) and other weird things like that, but how do we make rules for those numbers? This is fine for guns, where we often do have those large numbers that we can apply those divisors to. If our only options are (.5), no divisor, and (2), then it might be more accurate to give the normal arrow (.5) and the hardened steel arrow no divisor, even if it should have, I don't know, (1.3).
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. Last edited by ErhnamDJ; 09-18-2015 at 11:58 PM. |
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09-19-2015, 02:19 AM | #7 |
Join Date: Jan 2010
Location: Brighton
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Re: Impaling and Cutting vs. armor
Personally if was going to revamp this I'd do the following:
1). Have x0.5, x1, x1.5 and x2 (i,e -, na, +, ++) for all damage types. so you can have Cut-, Cut, Cut+ and Cut++, and so on, 2). make spilt DRs much more the norm, and have a wider range of them. Coupled with different damage stats for weapons and the thrust and swing stats* this way you have more than enough viable that should be able to model the effects of different weapons vs. armour and flesh without having to deal with actually changing the system Thing is we have this to an extant anyway, I think they are the simplest way to model difference, so should be rolled out more widely. But yes it would need to rewrite some weapons (but some would probably stay the same anyway, since none of this is actually new rules) and armour. Some combinations maybe redundant as well (Not quiet sure what Cr++ would be for instance), but at the moment we have a half way house between all the options for Pi, and none for Sw, Imp and the rest. So we can nicely model different things in Pi based sources of damage, but all Cut is x1.5, all Imp is x2, and that restriction I think has a knock on effect. Equally with armour we have most mail types being -2 vs Cr, and some lighter cloth and leather being -1 vs Imp/Pi but do we think that's the limit of armours variable protection vs. different sources of damage. Take armour vs Cutting. Now edge protection works (I always champion its use in these threads) but it is a touch clumsy and as an add on, it's one size fits all. Personally I think it would be simpler just to have Armours getting a higher DR vs. cutting. *see latest Pyramid on this as well Last edited by Tomsdad; 09-19-2015 at 09:18 AM. |
09-19-2015, 06:24 AM | #8 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Impaling and Cutting vs. armor
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I posted my solution here. |
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09-19-2015, 07:55 AM | #9 | |
Join Date: Sep 2014
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Re: Impaling and Cutting vs. armor
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09-19-2015, 09:30 AM | #10 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Impaling and Cutting vs. armor
Just giving all armours higher DR vs. Cutting will produce Murphy'ish situations, where hitting someone with a 2-lb mace deals 1 injury past DR, but sharpening that mace to an ax-head (without changing mass) will suddenly do 0 injury.
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