Re: [Low-Tech] Padded Cloth and Layered Armour penalty
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EDIT: this raises a possible wider system point. Does GURPS make legs too easy to hit? a -2 to hit to bypass armour in most instances seem a pretty good deal! Especially as while you won't quickly kill your opponent crippling a leg is pretty much fight ending injury unless you really have to make sure they're dead right then and there. |
Re: [Low-Tech] Padded Cloth and Layered Armour penalty
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Sorry I was thinking more about the sliding scale of layer induced DX pens! I wouldn't covert damage into blunt trauma between layers, as you say you get weird results in the system. The system tends to total up DR and apply damage to it. this does lead to some oddities though when you get DRs that react to different damage types in different ways as well as if you use edge protection! However in this case it's kind of irrelevant because unless magic is involved a 25DR cape wouldn't be a cape as we know it! It would be some kind of open rigid cylinder of several inches thick material and I dread to think what it would weigh ;-)! Quote:
But there are tricks, better tailoring reduced chinks & gaps, sliding rivets to allowed for plates to gain some flexibility (both in LT), some pieces were design to block attacks to those areas Bresurges, extensions to the Polyens |
Re: [Low-Tech] Padded Cloth and Layered Armour penalty
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Re: [Low-Tech] Padded Cloth and Layered Armour penalty
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It may be that a normal retreat is just a pretty realistic response to an attack to the legs (you are moving you legs out the way afterall)! I think retreats are IRL very common Quote:
True enough, and at the other end of the leg partial armour often had some kind of coverage for the upper thigh! |
Re: [Low-Tech] Padded Cloth and Layered Armour penalty
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Re: [Low-Tech] Padded Cloth and Layered Armour penalty
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If nothing else if the lower legs were unarmoured and other location were armoured than I'd expect to see those locations dis-proportionally represented in terms for wounds on dead people as opposed to hits on armoured locations. Plus of course people left dead on the field is a sub category of wounded, and not injuries on the dead were inflicted in open combat |
Re: [Low-Tech] Padded Cloth and Layered Armour penalty
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Re: [Low-Tech] Padded Cloth and Layered Armour penalty
It seems that when you're getting that detailed, it becomes a literal matter of inches. For that, arm length seems just as important assuming equal length weapons. That's really getting fiddly.
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Re: [Low-Tech] Padded Cloth and Layered Armour penalty
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The anonymous Byzantine treatise on generalship does recommend a garment one finger thick under iron armour, but a sixteenth-century writer says that soldiers without other armour wear a garment three fingers thick to stop stone-tipped poisoned arrows. In GURPS I would probably call the first Padded Cloth and the second Medium or Heavy Layered Cloth. Quote:
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Re: [Low-Tech] Padded Cloth and Layered Armour penalty
GURPS hit location penalties and random hit tables have to include both projectiles, thrusts with hand weapons, and swings with hand weapons. By definition, they can't cover all three accurately. Nor can they cover things like the ability to strike to the leg with a knife, a one-handed sword, and a quarterstaff (generally speaking, its easier and safer with the longer weapon).
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