Trying to solve the weakness of Low-Tech armor with no modifications on ST damage tab
I know, this topic has already been discussed several times. This is just my way in order to reach the maximum of realism without changing the DR of armor, the ST damage table and the damage bonus of most low-tech weapons. It isn't a "quick and dirty" solution, so it isn't adequate for those who don't like doing much extra math.
The solution isn't nothing new: armor divisors! The main innovation is the extensive use of different armor divisors based on the type of damage, the form of the weapon and the material of both weapons and armors. Armor is divided in three main categories: non-metallic armor (bone, cloth, horn, leather, straw, wood), metallic armor (bronze, copper, iron, steel, stone, TL 1-4 reinforced cloth/leather) and hardened steel armor (the latter is distinguished from metallic armor only for impaling and piercing weapons made of hardened steel, which they're more effective against ordinary metal armor but not very much against hardened steel armor). Weapons behave differently because their form, their material, their balancing and the material of the armor they try to defeat, so a lot of them have a split armor divisor, one against metallic armor and one against non metallic armor. - - Unbalanced crushing weapons made of metal (maces, pollaxes, flails) and piercing weapons (bec de corbin, ahlspiess, warhammers, bodkin arrows) are the best anti-armor weapons, so they maintain the (1) armor divisor. For their relatively high velocity compared with other low-tech ranged weapons, most single-shot firearms also get (1) armor divisor. - Impaling weapons are more effective against non-metallic armor: most of them have armor divisor (0.66) against metallic armor, but they maintain the (1) armor divisor against non-metallic armor. - Unbalanced cutting weapons (swords, khopesh and eplison axes excluded), unbalanced wood or balanced metal crushing weapons and piercing weapons made of soft metal (ex. lead sling bullets) perform a bit worse against armor. They get (0.66). - Unbalanced swords, like dao and falchion, are more effective than ordinary swords against non metallic armor, but they aren't good as axes against metallic armor. Same thing for impaling weapons with multiple striking points, like the trident. They get (0.5) against metallic armor, but (0.66) against non-metallic armor. - Broadheaded impaling weapons such leaft-shaped and hunting arrows seems to be more effective against cloth or leather armor, but they're less effective against metallic armor. They get (0.5) against metallic armor, but (1.5) against non-metallic armor. - Balanced cutting weapons, the flat of blades, balanced wooden crushing weapons, unarmed attacks and stone piercing weapons aren't ideal against any kind of armor. They get (0.5). - Metal weapons of fine/very fine quality and/or made of hardened steel improve their armor divisor against non-metallic armor (cutting attacks), or both metallic and non-metallic weapons (impaling and piercing attacks), but not against hardened steel armor. - Low-tech materials (bone, obsidian, stone, fire-hardened or unhardened wood) generally perform significantly worse against armor, especially for cutting and impaling weapons. Here is the table. ° = non-metallic armor ˟ = metallic armor ˟˟ = hardened steel armor (1˟˟)/(1.5˟)/(1.5°) - pi (hardened steel weapons and ammo) (1) - cr (unbalanced metal/stone weapons) - pi (single-shot firearms | weapons and ammo made of hard metal: bronze, iron, steel...) (0.66˟˟)/(1˟)/(1.5°) - imp (hardened steel weapons) (0.66˟)/(1°) - cut (fine/very fine quality unbalanced metal weapons) - imp (metal weapons) (0.66) - cr (balanced metal/stone weapons | unbalanced bone/wood weapons) - cut (unbalanced metal weapons, swords excluded) - pi (weapons and ammo made of soft metal: copper, lead, silver...) (0.5˟˟)/(0.66˟)/(2°) - imp (broadhead hardened steel weapons and ammo) (0.5˟˟)/(0.66˟)/(1°) - imp (hardened steel weapons with multiple heads) (0.5˟)/(1.5°) - imp (broadhead metal weapons and ammo) (0.5˟)/(1°) - cut (fine/very fine quality unbalanced metal swords) (0.5˟)/(0.66°) - cut (unbalanced metal swords | fine/very fine quality balanced metal weapons) - imp (metal weapons with multiple heads | fire-hardened wood/stone weapons) (0.5) - cr (balanced bone/wood weapons | flat of blades | unarmed attacks) - cut (balanced metal weapons | unbalanced bone/obsidian/stone weapons) - pi (ceramic/stone weapons and ammo) (0.33˟)/(1°) - imp (broadhead stone weapons and ammo) (0.33˟)/(0.5°) - imp (fire-hardened wood/stone weapons with multiple heads | bone/obsidian/unhardened wood weapons) (0.33) - cut (balanced bone/obsidian/stone weapons) (0.25˟)/(0.66°) - imp (broadhead bone/obsidian weapons and ammo) (0.25˟)/(0.33°) - imp (bone/obsidian/unhardened wood weapons with multiple heads) SOME EXAMPLES Thrusting Broadsword: sw+1 (0.5) cut || thr+2 (0.66˟)/(1°) imp Thrusting Broadsword, fine quality: sw+2 (0.5˟)/(0.66°) cut || thr+3 (0.66˟)/(1°) imp Small Axe: sw+1 (0.66) cut Small Axe, fine quality: sw+2 (0.66˟)/(1°) cut Small Mace: sw+2 (1) cr Longbow, war arrow: 1d+1 (0.66˟)/(1°) imp Longbow, broadhead arrow: 1d+1 (0.5˟)/(1.5°) imp Longbow, bodkin arrow: 1d+1 (1) pi+ Longbow, hardened steel bodkin arrow: 1d+1 (1˟˟)/(1.5˟)/(1.5°) pi+ Large Falchion: sw+2 (0.5˟)/(0.66°) cut || thr+1 (0.66˟)/(1°) imp Spear: thr+2 (0.66˟)/(1°) imp || thr+3 (0.66˟)/(1°) imp Spear, stone: thr+2 (0.5˟)/(0.66°) imp || thr+3 (0.5˟)/(0.66°) imp Sling, lead bullets: sw (0.66) pi Sling, stone bullets: sw (0.5) pi |
Re: Trying to solve the weakness of Low-Tech armor with no modifications on ST damage
Any solution where step 1 is "reject the solution to the problem" is going to fail.
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Re: Trying to solve the weakness of Low-Tech armor with no modifications on ST damage
Sounds good for a highly detailed, strictly gladiatorial game, something like this week it's "Ninja vs. Pirate". Well, that was great folks, next week it's "Aztec vs. Viking!".
However it sounds unbelievably tedious for most campaigns. That said, I kind of like the idea of a weekly versus game now, so YMMV. |
Easier way -- suggestion
Just double the DR of any metal armor against muscle-powered attacks --
includes all hand weapons & bows, crossbows, etc. You could argue for including bone or wood armor in this mix. Of course, this will make combats longer . . . much longer. |
Re: Trying to solve the weakness of Low-Tech armor with no modifications on ST damage
Far easier solution: subtract 2 from the min ST of every weapon (so that they can actually be wielded by those who historically wielded them), subtract 20-30 CP from the amount you give PC's (so that they can not afford to take high ST just for giggles). Problem solved.
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If so, what is the Basis for this assertion? |
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If you manage to bend a 2mm thick good quality breastplate with a broadsword you're a superhero, not a human. |
Re: Trying to solve the weakness of Low-Tech armor with no modifications on ST damage
The simplest fix is to give cutting damage a (.5) AD. Problem solved.
You can go with your more complicated table, but if you don't want to change the ST table (and I get why you don't), I think that single change is the easiest. But really, if you do this, even if "realistic," it's not going to lead to fun gameplay if you can't hurt anyone in armor. OR it will require immense skill to target chinks or armpits or what have you. |
Re: Trying to solve the weakness of Low-Tech armor with no modifications on ST damage
This system is strictly simulationist and it isn't adequate for fantasy settings or gameplay. It's suited for historical campaigns with a strictly realistic game approach.
Swords aren't anti-armor weapons at all (and they aren't the main weapon for the vast majority of historical warriors during the ages). For a swordsman, the best tactic against an armored opponent is targeting the unprotected areas of his body (anyway in most eras and cultures, full-armored warriors were a minority in the armies). Against a full-armored opponent in a battle situation, the best thing the swordsman could do is sheathe the sword and draw a mace, a warhammer or another weapon suited for fighting armored opponents. Battleaxes generally don't perform very well against armor, especially for thick metallic armor. Against metallic armor, they're generally better than swords and worse than maces. Most spears and pikes could pierce through mail only with very strong thrusts and if the mail isn't well-padded and/or it isn't of the sturdiest type. War bows and crossbows were effective against mail armor at close range, but not against plate armor. My HRs have the purpose of reproducing this in game. |
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My ST table, I think, pretty well fixes your concerns. ST 10 swing damage is 1d-1. That is pretty much incapable of cutting through any metallic armor with a broadsword using the Low Tech blunt trauma rule (you can just barely penetrate the lightest metal armors by putting all your force behind it for an All-Out Attack), and can't even hurt someone in medium or heavy plate. I imagine it isn't perfect, but it solves other problems too (notably ST contests) and is very low overhead. |
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In general it seems to me that my AD's penalize most weapons a little more, but I also have an expanded system of blunt trauma through armor that, perhaps, evens this out a bit. |
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A ST 10 man with a spear held in both hands does 1d+1 damage, or 1d+3 damage on an AoA Strong. The former usually penetrates regular mail. The latter always does. Why do you imagine armor to be so useless against spears? If the armor was so bad that most attacks penetrated it, then why didn't the men who wore it choose thicker armor? |
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2. Because you need a way to hurt opponents in a game. 3. Because against most opponents in most situations against most armor, the game works fine, particularly with a (.5) AD for cutting weapons. 4. Because the quality of armor was highly variable and the force imparted from a sharp point will overcome quite a bit (stab a kitchen knife through a tin can). But most important for me is point 2. I just don't see how the game plays out if armor is 100% realistic. Unless nobody has armor (which would also be realistic in most eras), but if you do that, what's the point? The video included in this thread is interesting, but doesn't the (.5) AD largely help with that? ST 11 man has Sw 1d+1, even assuming those are greatswords (which they don't appear to be), that's 1d+4 cut. If that is DR 7 plate, then against the sword attack it's DR 14. 1d+4 isn't getting through DR 14. Problem solved, no? |
Re: Trying to solve the weakness of Low-Tech armor with no modifications on ST damage
I agree AD is the way to go. Or adjusting and splitting DR by damage type which if I really felt inclined would be how I'd do it, but it's functionally the same thing in terms of end result.
Personally my quick fix would be give hand held weapons AD(0.5) and apply edge protection on top of that. Quote:
I agree with the later at some points of the scale, but not sure the former is shown. |
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Hitting where it's not (full coverage armour was quite rare historically) Hitting were it was weak Fighting in a way that doesn't involve penetrating armour with force |
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When you look at a Piece of rules and go "man, those rules are stupid" it may very well that those rules are not very good. Or, those rules simply appeared to be bad because of your framing. Let me illustrate: so you see the Video above and be all like "Man, look how the guy in armor just takes the hit of the sword and there isn't even a dent! But in GURPS a hit of a sword can totatly wound someone wearing such armor. The GRUPS rules are stupid!" But maybe this is because you choose to model the swordstrike the guy in the Video performs as an actual attack dealing like 1d6+2 damage or so. Instead, I offer a different perspective. The guy in the Video has absolutely no Intention of harming the guy in armor. This is not what is modeled in GURPS with an attack. If, on the other Hand, an attack with a sword against someone wearing full plate armor manages to deal damage, the attack landed in a place or way for it is possible to deal damage. This is contrasted by Targeting Chinks were the atttacker actively tries to circumvent the armor. I'm not saying that the damage/armor model in GURPS cannot be made better. All I'm saying ís that it may be better then you make it out to be. Just adjust your framing. |
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Because really a light, hand held swung cutting edge is just about the worst possible way to try and get through armour |
Re: Trying to solve the weakness of Low-Tech armor with no modifications on ST damage
There is another possibility. Treat the armor as you would cover, using Overpenetration rules. Thus:
Armor has its normal DR and HP equal to 8x(cube root of weight). You need to do DR+HP/4 to cause overpenetration. Using armor in the Basic Set Heavy Steel Corselet DR 7 Weight 45 28hp 7+7=14 to overpenetrate Bronze Corselet DR5 Weight 40 28hp 7+5=12 to overpenetrate Mail Shirt 4/2 16 21hp 5+4/2= 9/7 to overpenetrate Leather Armor 2 10 18hp 2+4=6 to overpenetrate Cloth Armor 1 6 15hp 1+3=4 to overpenetrate It may make bronze armor slightly too good, though? I don't know how effective it actually should be compared to steel. If we calculate this with Low Tech Instant Armor for the torso: Wood DR 3 Weight 30 hp 25 3+6=9 to overpenetrate Heavy Plate DR9 Weight 32 hp 26 9+6=15 to overpenetrate Heavy Mail DR5* Weight 18 hp 21 5+5=10 to overpenetrate Heavy Leather DR 3 (-1 vs imp) Weight 20 hp 22 3+5=8 to overpenetrate Heavy Layered Cloth DR 4 Weight 28 hp 25 4+6=10 to overpenetrate Padded Cloth DR1* Weight 6 hp 15 1+3=4 to overpenetrate Straw DR 2 Weight 20 hp 22 2+5=7 to overpenetrate This models the effectiveness of armor pretty well, I think. Not only are warriors clad in plate armor near-invulnerable, their armor is also pretty resistant to damage. Meanwhile, the users of worse armor like wooden or cloth ones can get some good protection for a while, until damage to their armor renders it completely useless which I think is pretty realistic. Doing things this way will make combats last very long though, as fighters now have to wear down their opponents armor or strike at an unarmored location/through a chink. Which, again, may be pretty realistic. I'd only recommend doing things this way when running gritty, realistic games with detailed combat. |
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I know the basic GURPS premise is that energy drives and links penetration and injury (adjusted for AD and Injury mod respectively), and in general it works*. But I do think when it comes to hand held weapons where their effects in each are so different** it is worth further splitting them in effect. (of course there are various ways to do this in the system without needing to create new tweaks) *and to be fair when your creating a system that has to cover as much stuff GURPS is designed to do it makes sense to have core concepts and unified rules where you can. **and different types of melee weapons also have very different ways of doing both as well. |
Re: Trying to solve the weakness of Low-Tech armor with no modifications on ST damage
I've to thank you guys for your opinions and advices.
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With my house rules, most impaling attacks have (0.66) against metal armor and (1) against non-metallic armor. A 128 lbs x 78" longbow with 30" draw (yep, the same of the Deadly Spring article, Pyramids 3-33#) has a realistic damage of 1d+1 imp. According to my HR, its damage is 1d+1 (0.66˟)/(1°) imp for barbed arrowheads, 1d+1 (0.5˟)/(1.5°) imp for broadhead arrowheads and 1d+1 (0.66˟)/(1°) pi+ for bodkin arrowheads. Hardened steel barbed arrowheads will perform better (1d+1 (0.66˟˟)/(1˟)/(1.5°) imp) - in fact, in 1405 king Henry V of England made a law against those who craft too soft metal arrowheads, because they perform badly against armor. With my HRs: Fine Mail shirt has DR 4* (DR 2* vs. crushing). Being metallic armor, it has an effective DR of 4 [DR/(1)] against bodkin arrows and hardened steel barbed arrows (unless mail is made of hardened steel, which increases the DR of 1 and decreases the armor divisor of hardened steel barbed arrowheads to (0.66), resulting in an effective DR 7), DR 6 [DR/(0.66)] against barbed arrows and DR 8 [DR/(0.5)] against broadhead arrows (and that's why they're used most for hunting and rarely on battlefield). Using longbow with bodkin arrows or hardened steel arrows against fine mail: 1d+1 pi+ (bodkin) or 1d+1 imp (barbed) - DR 4 = 0, 0, 0, 1, 2, 3 damage, with x1.5 (bodkins) or x2 (barbed) wound modifier if torso, neck or head are hit. Armour isn't proofed against such arrows, but anyway it gives good protection and it's likely to avoid to be killed or incapacitated by a single arrow that penetrates DR. Using longbow with barbed arrows against fine mail: 1d+1 imp - DR 6 = 0, 0, 0, 0, 0, 1 damage, with x2 wound modifier if torso, neck or head are hit. Armour is nearly proofed against these arrows; the only chance for the archer is a dramatic armour fail on a critical hit (which sometimes - but very rarely - happened). Using longbow with broadhead arrows against fine mail: 1d+1 imp - DR 8 = 0. There is no way to pierce a coat of mail with such arrows. |
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The point of armour is to get destroyed. Every joule that goes into deforming the armour is a joule that isn't going into the wearer. Anyone who comes out of a battle with their armour undamaged is going to get accused of not pulling their weight, if not of outright cowardice. The most common threat on any battlefield for the best part of three thousand years was from spears and arrows. All body armour for all of this time was designed to stop these weapons. We know from the primary sources that some types of mail were considered completely arrowproof. What we don't know is which types. It seems reasonable to assume that they were the variants made from a combination of heavy links and denser weaves. This might help. http://myarmoury.com/feature_mail.html There are dozens of different types of mail. Low-Tech took all of these and created three generic categories, but more realistic modelling isn't possible so long as we rely on the current ST-damage table. |
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Except that making it sturdy enough for that means more material with the attendant drawbacks. |
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“I don't want a knight in shining armor. I don't want a knight in scuffed armor. I want his helmet to have dents. I want my knight to be real, and dark and savage. I want my knight to be a survivor. Someone who's been tested and got through his trails. Not some ***** in gleaming metal.” Noted medieval historian Belle Aurora ;-) |
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Regarding the results of the test of Williams, 140/150 J (longbow arrow at point-blank) - 100 J (light mail and padding) = 40-50 J from an impaling weapon which press into the flesh, a force comparable to an underarm stab with a knife; it could be either lethal or, more probably, non-lethal, depending where the arrow hits. Heavier mail with padding is likely to reduce the damage to some blunt trauma or it could even be completely proofed. |
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