[Low-Tech] Padded Cloth and Layered Armour penalty
According to rules, layering armour over Padded Cloth (DR 1*) would give -1 to DX. However, the combination of metallic armour over thick padding (not so thick to work properly as standalone armour, but in any case thicker of the DR 0* padding which is included in armour stats) was so common in certain periods and regions (ex. XIII to XVI century Europe) that makes me think that the -1 DX penalty for layering armour seems to be excessive. Wearing mail armour over padded cloth isn't the same that wearing mail armour under a heavy gambeson (DR 3) or under a coat of plates. In the first case, the total weight is inferior, the distribution of weight is better and movement are less likely to be significantly hampered.
So I propose that: 1) Wearing a layer of flexible armour over a single layer of Padded Cloth shouldn't give any DX penalty. Wearing any kind of armour over a single layer of Padded Cloth which is Expertly Tailored or Masterfully Tailored shouldn't give any DX penalty. Expertly Tailored Padded Cloth and Masterfully Tailored Padded Cloth would count as Arming Doublet for the purpuose of calculating the -1 DX and -1 DR penalty for wearing a Plate armour suit without a proper underpadding. Or, alternatively: 2) Wearing a layer of any kind of armour that isn't of Cheap Quality over a single layer of Padded Cloth shouldn't give any DX penalty. Expertly Tailored Padded Cloth and Masterfully Tailored Padded Cloth would count as Arming Doublet for the purpuose of calculating the -1 DX and -1 DR penalty for wearing a Plate armour suit without a proper underpadding. |
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Layering penalty is often about game balance rather than realism (donning a clamshell over reflex bodysuit causes DX penalty), so if those rules doesn't disrupt the balance of your games, then go ahead.
Regarding official stance, Dungeon Fantasy Knights has a power-up that allows them to wear armor up to DR2 without causing DX penalty. |
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In general the layered armor penalty is for two armor layers both designed to work independently as armor, not for two armor layers that are designed to work together -- it's just that two armor layers that are designed to work together tends to be statted up as a single suit of armor with multiple components, not as two suits of armor.
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Re: [Low-Tech] Padded Cloth and Layered Armour penalty
Outer armor can probably be tailored to assume an inner layer of a given thickness (this is basically the same as armor tailored for a larger individual), and wearing this without the expected inner layer would result in a DX penalty, while wearing it with would mean no penalty. There’s a limit to how thick armor can be before it physically gets in the way of movements, however - I generally assume up to 0.2” for rigid and up to 0.5” for flexible is ok (for hybrid cases, no more than 0.2” for the rigid layer and no more than 0.5” overall). Some areas (Chest, Skull) can be thicker, some areas (joints, mostly) must be thinner, of course, but that level of detail isn’t strictly necessary. That’s for a human with an average build; larger characters can wear thicker armor, smaller characters must wear thinner armor.
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GURPS DR 1* "Padded Cloth" is described as being only 1/4" (ca 0,625 cm) thick, so can be translated in something that could be 6-8 layers thick. Which was rarely worn by itself, but it can provides some protection against punches, batons, sword cuts and knife stabs, while the normal underpadding (DR 0) when alone has no protective value at all, at least in GURPS terms. So we are talking about a thick vest or a thicker-than-usual form of padding, depending on cases. Textile standalone armour would be anything from Light Layered Cloth (DR 2*) to Proofed Paper (DR 6). The combination of a thicker-than-usual padded garment worn with mail and/or lamellar or plate armour translated in GURPS game dynamics is present in your own work, Dan: Qin Cavalry Loadout, Byzantine Skoutatos Loadout, Third Crusade European Loadout, Mamluk Heavy Cavalry Loadout and Northern Mughal Cavalry Loadout, all of them wear metallic armour over GURPS Padded Cloth. |
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I think the issue is your use of the term "Padded Cloth", which has a very specific definition in Low-Tech. The Padded Cloth armour in Low-Tech, is 1/4" thick AFTER it has been compressed with quilting. It is considerably thicker than that beforehand. This armour provides a general DR 1 vs all attacks and is too bulky to be worn under armour without application of a DX penalty. There were a lot of reasons that came up during writing and playtesting for it to be such.
The text is a little confusing because there were legacy issues with earlier issues of GURPS but the Padded Cloth armour in Low-Tech was not intended to represent aketons and other forms of arming garments that were historically worn under armour. The Loadouts book treated arming garments the same as Light Leather or Winter Clothing, which gave DR 1 vs. cutting attacks only. They won't suffer a DX penalty if specifically tailored to be worn under armour. |
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If nothing else if it's been significantly compressed down to 1/4" by lots of stitching, it's likely fairly rigid*
That rigidity will be an issue for layering I think the reality is there were instances of layered armour and people taking in GURPS terms -1DX pens (Dan Howard's Loadouts shows several examples of this) I might be tempted to make some very specific exceptions for some combinations or armour and good tailoring Don't forget that we're functionally talking about a -1 to relevant skill's, so you can overcome this issue by getting +1 more in the relevant skills. If someone really wanted to have some kind of +1 to skill that only counts for negating that armour layer penalty for a specific armour set I might call that a 50%* limitation / reduction in skill cost. And a not too unrealistic way to model experienced armour wearing fighters working out how to compensate for the issues of layered armour. Yeah OK this gets pretty damn close to a "wearing armour skill", familiarity bonus or perk, but ehh I'm OK with that Another way to go would be to allow a +1 armour bond bonus that offsets layering penalty for individual armour sets, Same kind of justification and the individual user having just got so comfortable with the their specific armour beyond even the initial tailoring and familiarisation process. (I'd have familiarity rules for armours as well as poor tailoring issues). *in terms of worn material even if not in terms of meeting the threshold of flexible or not in GURPS terms. **make it -75% and it's a perk |
Re: [Low-Tech] Padded Cloth and Layered Armour penalty
Maybe the Expertly Tailored version or the Masterfully Tailored version of the Padded Cloth could qualify themselves for erasing completely the DX penalty, because they're specifically made to fit at the best the wearer, so they can act as "Winter Clothing" or "Light Leather" specifically tailored to be worn under armour. I'm still inclined to not give penalties for the combination of flexible mail armour (Light, Fine or Heavy Mail) over Padded Cloth, though maintaining the penalty for the combination of mail and DR 2* Light Layered Cloth. It depends also from which area of the body is covered. For example, donning a sleeveless Light Layered Cloth aketon over a sleeved Padded Cloth jacket is different to don a sleeved Light Layered Cloth gambeson over another sleeved Padded Cloth jacket. In the second case, arm movements are likely to be hampered enough to justify the -1 DX penalty.
Anyway, "Padded Cloth" used as standalone armour still remains a poor choice. DR 1 armour, alone, sounds more like a thing to protect the wearer from bad weather and work hazards than a useful protection in a Low-Tech battlefield, and I don't think that it was something that was worn purposely as "armour", at least not in the majority of cases. Though, the armour is still considered "flexible" (DR 1*), so is thick but not semi-rigid (like Light Scale) or rigid. There is also a lighter version of the Padded Cloth that still gives DR 1* against all attacks: the Heavy Coat, which covers torso, arms, thighs and knees (200%) and weights 10 lbs. - so, a sleeveless short version that covers only the torso (100%) should weight only 5 lbs. against 6 lbs. of Padded Cloth. It costs only two times the Padded Cloth at parity of body coverage and gives +4 to Holdout to conceal other forms of armour beneath it, so... what's the point of using Padded Cloth at all? |
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Here are the weights of some historical quilted clothing which was worn under armour, most would cover the Torso and Arms in GURPS and are lighter than Padded Cloth in GURPS. |
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"There were certainly some very heavy garments stuffed with cotton. Documents from Venice from the end of the 13th century say that infantry should wear overgarments stuffed with 8 libbre (probably the libbra grossa of 477 g) of cotton and bearing the sign of St. Mark (Cessi, Deliberazioni del Maggior Consiglio di Venezia, III, p. 17, 406)." Being an intermediate thing between padding and proper armour, IMO such garments should be considered more "padding" than "armour" and thus give no DX penalty for a single layer, at least if worn with mail and/or if properly tailored to be worn with armour. |
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Overgarments are not undergarments. Garments designed to be worn under armour were no thicker or heavier than regular clothing.
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Exactly. The sopbrosberga and soprensegna in documents from duocento Italy and the red brocade Charles VI garment would probably count as Light Layered Cloth in GURPS, with their weight rounded up because they have to have an even DR 2 and because players don't carry all the weight they want their characters to carry, its fair for things to be slightly heavier than average. They would be in addition to the weight of clothing and of iron/hardened leather/bronze armour, all of which are worn underneath these overgarments.
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Is there maybe some way to link a scaling DX penalty to the relative weights of armors so that layering heavy armors is more penalizing than layering light ones?
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Weight isn't the issue, bulk is. Mail is far easier to wear under armour than a winter jacket.
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The other issue with layering armor is that realistically (though this is not represented in GURPS and varies by armor type) a single double-weight armor layer is likely to have superior protective value to two layers of single-weight armor, so you really only layer armor if there's an interaction between the layers that increases performance (in which case you are likely to never use at least one of layers solo -- for example, vest inserts) or there's a technical issue that forces you to (flexible armor to fill gaps between plates), and both cases are really better represented as a single suit of armor with multiple elements, not layered armor.
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Re: [Low-Tech] Padded Cloth and Layered Armour penalty
If you use the design rules in Pyramid rules they will give you a "thickness" when you create armour. You could link some kind sliding scale DX penalty to that.
I.e. so a layer of padded cloth that was DR2 would be rather a lot thicker than a layer of DR3 mail. Granularity will be a question though, -1DX per layer is already the finest grain the system can do. There's also the question that some other physical aspects might apply, rigidity for instance even if it's not enough to qualify at non-flexible in the system. It is almost impossible to make cloth or leather armour not become more and more rigid as thickness increases. Another great thing about mail* is that in terms of increasing equivalent DR it maintains it's flexibility for far longer than padded or leather. So with that in mind it maybe worth applying a different sliding scale for different armours. But as I say due to the granularity issue this kind of distinction might just be below the ability of the system to discern unless you have whopping great penalties at the upper end of the range to fit smaller ones under. *what I might do is allow mail below a certain thickness benefit from more relaxed layering rules. Say (for example) if it's fine or light you can cover the torso and the upper thighs for no layering penalty, but any more location coverage than that and you get the usual -1DX pen. |
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I think this line blurs more and more as you go up in TL levels as new materials become available! |
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My question was always... what if it's flexible over rigid? I usually see this as hauberk over upper arm guard, thigh plates, etc. So far I've just ignored it, as I know well made guards won't catch... but... |
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The Pyramid armor design articles treat any flexible material as rigid (for purposes other than setting MaxDR, which I don’t think is actually formally linked to thickness - my suggested 0.2” for rigid and 0.5” for flexible is more a trend than a hard rule) if it’s 0.25” or thicker. The material doesn’t suddenly become rigid, but the effects of flexible - increased blunt trauma, 100% coverage with no armor chinks/gaps - no longer apply (it’s thick enough to readily absorb blunt trauma, but too thick for joints and the like so it needs to be designed more like armor plates than clothing).
For going beyond maximum thickness, I think once something is thick enough to interfere with movement it’s going to become rather restrictive rather quickly. -1 DX per +10% thickness should work (double thickness is “impossible” to function, at -10); I’d even be tempted to make it -1 DX per +5% (1.5x thickness - roughly maximum thickness for a creature 1 SM larger than the wearer - is at the “impossible” -10 level). If multilayered, this assumes the armor was designed to be worn together; if not, the layering penalty would also be in play. For flexible-over-rigid, I think I’ve read this typically cuts the protective ability of the flexible armor in half, so 50% DR may be appropriate. Of course, that’s flexible armor on, say, a tree stump, rather than other a layer of plate with a squishy person underneath, so this may overstate the effect - perhaps 80% DR would be more appropriate (or just ignore the effect and use full DR). I suspect in cases where flexible armor was worn over rigid for a functional reason (rather than for aesthetics), it was largely to capture projectiles and their fragments so they don’t end up striking the wearer or one of his allies in an unarmored location after glancing/splintering off the armor. See the video from this thread, wherein roughly period arrows were shot from a period bow at period breastplate (roughly because the arrows required some educated guessing, the bow is based on specimens from roughly 100 years after Agincourt, and the breastplate was based more on a German design than a French one). |
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But it seems like as plate started to get more prevalent, people began to add it piecemeal over suits of mail around the 1300s. But by the 1400s, they quickly began to just stop wearing the mail underneath except for the gaps. It seems like that would make most sense if they realized that it was more weight/protection efficient to only wear one layer of armor. Is this a valid assessment? (I know that over time, plate became less expensive than mail, but that happens a bit later than when much of this cross over seemed to have occurred.) |
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Armour assimilable to GURPS Padded Cloth worn under mail would be the thicker aketons worn by European knights from mid XII to early XV century, as well the Eastern Roman kabadion. Armour assimilable to GURPS Padded Cloth worn between an inner layer of mail and rigid metallic armour (lamellar, plate) would be the Middle Eastern qarqal and some of the heavier pourpoints like this: https://i.pinimg.com/564x/a8/b7/6d/a...c6f95ee6af.jpg If the DX penalty is for Winter Clothing/Light Leather/Heavy Coat/Padded Cloth which isn't made to be worn under other forms of armour, then it's fine. But in my campaigns I'd remove the penalty for Winter Clothing/Light Leather/Heavy Coat/Padded Cloth that is appositely designed to be worn under or over other forms of armour. Expert Tailoring (+5 CF, -15% weight, +1 Holdout) would qualify for these if worn as undergarments, as it represents an armour made with better materials (a bit less thick) and that fits better to the wearer. For overgarments, I'd apply a +1 CF to erase the layering penalty for one layer only, with no changes in weight or Holdout - maybe with -1 Holdout for being looser in order to hamper less the movements of the wearer. About mail armour and sleeveless flexible armour, I'd give no penalty for a single layer of armour worn with Winter Clothing/Light Leather/Heavy Coat/Padded Cloth, under or over. |
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Mail had other advantages though, being flexible it's great at covering hard to armour locations. But again as plate developed Plate was also able to do this (not 100% as well which is why as you say you kept mail voiders etc). Side note mail isn't great against maces etc, so that was another factor that favoured plate over mail. It also not great against bullets! (plate can be depending on what bullet and what thickness of plate) On top of that plate also got generally speaking better in terms of protection for weight, as better steels and better processes become more available (or more able to be reliably made in greater amounts and thus more available/affordable). This allows better plate to be made that offered better protection without proportionally increasing the weight as a much. Not all of these are absolutes, some early plate was very good, some later plate was less good, some mail types can get pretty rigid, some very expensive plate armours made by the best craftsmen had plate voiders, not all types of armour were available to all people all the time for specific reasons other than what's the most cost and weight deficient way to get DR etc, etc. The head is a slight special case here due to the issues of vision, mobility and high value target. Look at the various loadouts in Dan Howard's loadout books, the French Chevalier is wearing one of the heaviest sets with layers of plate and mail (and some quite impressive layered DR at points). The German Ritter a century later is wearing a set with way less mail, less layers and less weight but IIRC better plate coverage and pretty comparable protection. The Italian a hundred years after has a few extra developments over the Ritter in terms of head, throat & joint protection. Otherwise its pretty similar to the Ritter, apart from the fact that his suit is heavier because overall thickness has increased. But in terms of protection by weight the increase in protection outstrips the weight increase. It still lighter than the Chevalier's though! The London Lobster (ECW) gets heavier but still lighter than the Chevalier, and has a DR12 proofed Breastplate! But the point that's perhaps more relevant here for looking at armour effectiveness in GURPS is that historically once you have a suite of plate that has got around the coverage issue and is of reasonably good steel that gave you pretty damn good protection* against pretty much all hand held weapons until guns got better (and even then certain bits of plate got thicker to compete with guns for a while). So they didn't need to layer because they didn't need the 2nd layer for coverage, and they didn't need to layer for the extra protection that layer would give. But as we all know from umpteen threads on the subject, that effectiveness in terms of protection isn't always matched in the GURPS system. And while I'm not looking to reignite that debate, it is I think fair to say that because of that fact we often look at armour's performance in GURPS and things like layering with that in mind. And so the "Historical record" and the "GURPS record" at our tables, don't always exactly line up! But of course GURPS has a far wider remit than to only provide exact historical armour performance, and has to accommodate a much wider range of results within the same overall system so yeah we get overlap in those results**! *generally speaking forcing people to go around it and more complete coverage makes that harder **and example of this is 'Blade of the Iron Throne' (a system that largely came out of 'The Riddle of Steel'). This system is a kind of sword and sorcery game pretty much aimed at "realistic" one on one fights between largely human combatants (it can do more but IMO breaks when it tries). It basically says a lot of blade's can't cut through amour of a certain type. Now that doesn't those blades are of no possible use, but they have to either go around the armour of they functionally turn into sub optimal bludgeoning weapons. And well OK that blanket ruling works when your only talking about vaguely realistic humans hitting other vaguely realistic humans in armour. But GURPS doesn't have that luxury, because while yeah OK It's extremely unlikely that a human can cut through a 2mm steel breastplate with a sword for any effect, what about a 12ft tall ST25 ogre with 8ft, 15lb sword he might be able to rather more easily |
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which isn't a very clear description. So maybe an example: Jogging, I can (and have) jogged in armour of various types don't get me wrong I don't jog as well as when i'm not wearing armour but I can jog in it. Sprinting though? No not anywhere as well. One point for comfort though, leg armour? leg armour sucks! Again don't get me wrong there's a range in how much different leg armours can suck, but in general it sucks more than other bits**! (NB I have less experience of leg armour than other armour so maybe I'm missing something or just haven't got as acclimatised to it) Enclosed helmets and padding, are of course uncomfortable, disorienting and hot. Getting the backwash of your hot exhaled air while trying to watch that chap's sword isn't fun! *you really notice it when you take it off you get all "floaty light" **IIRC Loadouts makes this point? |
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Of course that would make wearing a 5 DR shirt underneath a 25 DR cape superior to wearing a 50 DR cape, so that seems like a problem. Quote:
Plus aren't there also different rules for whether (when using the optional rules for armor taking damage) armor counts as Homogenous or Unliving depending on whether it's Flexible or Rigid? I can try to find the page numbers later tonight. Quote:
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I've worn mail over cladding. It's significantly harder to maneuver in than mail over a Tshirt or over my corduroy arming tunic. Granted neither the mail or cladding were fitted to me with any great skill. So I'm keen on the idea that Custom fitted armor can negate some of the layer penalty.
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The weird thing about "injury, not damage" is when we look at stuff like Vulnerability (B161) is it "applies a special wounding multiplier to damage that penetrates your DR" So if you had a x4 wounding multiplier from Crushing Damage, injury sustained from Blunt Force Trauma wouldn't be increased at all... which seems strange, they seem like very similar ideas. Funny enough, this would also mean you'd take more damage from cutting weapons that only slightly penetrate DR (converted to crushing) than those which extremely (x2) penetrated it (keeps as cutting) |
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A rework of BT would be nice, making it into crushing damage, but the above are the rules as they currently stand. |
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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. |
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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 |
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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! |
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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 |
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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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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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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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Also, I would call the Charles VI garment Layered Cloth because its heavier than ordinary 14th century clothing, and provides significantly more protection. Its one of the heaviest padded garments I know, but it has oil and rust stains from iron armour, its possible that soldiers without iron armour wore even heavier equipment. In the end, we have to balance different game stats, metagame considerations (ie. not defining an item which is 'just better' than the alternatives in game terms but 'about the same' in real life), consistency with existing rules (Dan had to work with stats from the Basic Set and the firearms experts' definition of DR 70 = 1" RHA) and simplicity.
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"European Crusaders As noted above, the arms and armor of European Crusaders were very similar to those of their Middle Eastern opponents. The hauberk was shortened to cover the torso only (haubergeon, or “little hauberk”). Under the haubergeon, a padded garment called an aketon covered the torso and arms. The legs and feet were protected by mail leggings (chaussons) and the hands were covered by mail mittens called mufflers that were often attached to the sleeves of the haubergeon. On the head, a mail coife covered the shoulders and part of the upper chest. Over this was a flat-topped helmet (with face visor), a bascinet, and mail aventail." From the table: Common Name: Padded Shirt || Ethnic Name: Aketon || Location: torso, arms || DR 1* Here, the aketon is considered Padded Cloth and is worn under the haubergeon, removing the need for a separate tunic. So this is an error? |
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The general drawbacks are that the legs are more mobile than the body, and they just aren't as desirable a target (which GURPS models by giving a x1 wounding modifier for impaling attacks). |
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So I was wrong about the weight of Padded Cloth in GURPS Low Tech, I remembered 4 lbs for the Torso + Groin. Realistically it might be fair to give most low-tech armour 4 pounds for DR 1 on the torso, but in Dungeon Fantasy type settings you want a way to distinguish between many styles of armour, and Dan wanted a type of armour to represent the padded armour in the Basic Set.
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We have two quilted garments from France in the 1200s: one is a quilted coat for a queen, the other is a sleeve for a soldier. Both are made in the same way, with unspun cotton quilted between layers of cloth. Ordinary European clothing from 1300 to 1600 probably has DR 1 (cut) on Torso, Arms, and sometimes Neck. Quote:
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In fact, Low Tech page 103 has a solution "However, DX penalties don’t apply if the total odds of partial armor protecting a hit location are 3 in 6 or less (see the Armor Locations Table, p. 100), or for armor that covers only the head."
I would rule that a breastplate (Chest Front) counts as "3 in 6 or less", so a Light Mail Torso + Arms, Layered Cloth Torso + Arms, and Plate Chest Front would count as two layers of armour. It would give -1 DX. |
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Re: [Low-Tech] Padded Cloth and Layered Armour penalty
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"A type of garment resembling a coat made of padded cotton opening in the centre front was the kabadion. There were two types of kabadia: (a) for the infantry, reaching down the knees, with long detachable sleeves split between the elbow and the wrist, and (b) for the horse archers, offering protection from the waist down to the lower part of the archer's body and part of the horse." If it was something that "offered protection", then would be something at least somewhat thicker and heavier than GURPS Ordinary Clothing. And, in your own work for GURPS, you classified both the European aketon and the Eastern Roman kabadion as being GURPS Padded Cloth - and note, the point of the discussion isn't if these garments were "6 lbs. for 100% torso armour" in real life because 1) GURPS low-tech armour and items tend to be heavier than their real counterparts, and 2) the granularity and the abstraction of GURPS system doesn't take in account different sizes for the same SM and decimal DR variations. If I'm in error at translating these items as GURPS "Padded Cloth", well, then you did the same thing in your book. To me, for game mechanics, an arming undergarment or overgarment a little heavier than the 3 lbs. Arming Doublet could be something like "Padded Cloth with Expert Tailoring" that count also as Ordinary Clothing, removing the need of a separate tunic: you can see it as being 3.5 lbs. of padding +1.6 lb. of Ordinary Clothing if you like. Worn as standalone armour, it would give DR 1* (-1 DR vs. impaling) or full DR 1*; worn with other armour that is designed to be worn with it, would give full DR 1* and no DX penalty. Note that the total weight is only +27.5% heavier that Light Leather/Winter Clothing designed to be worn with armour, is only +2% heavier than the full DR 1* Heavy Coat, it weight less than half than the Charles heavy pourpoint (which was IRL a thing that weighted 10 to 12 lbs. and that Polydamas, according to his writings, would consider as being "Light Layered Cloth") and does include in its stats a layer of Ordinary Clothing, which alone doesn't give any DR, but here is combined with this padding and the light padding that usually is included in armour stats. For game balance, the result is +1* DR at a fair price (+$300 and +5.1 lbs. for 100% of torso armour); -1 to Fast-Draw rolls, -1 FP lost after an heavy fight. |
Re: [Low-Tech] Padded Cloth and Layered Armour penalty
If it was light enough to be worn under armour then it didn't provide protection. The padded versions were standlone armour, just like the European ones.
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Re: [Low-Tech] Padded Cloth and Layered Armour penalty
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That very good point about it needing to cover missile attacks as well. Thinking about this maybe a way to do this si add some more mods in the expanded posture rules in MA, to show that weapon with certain reaches are better able to hit legs on a standing target than others. (they seem to be more based aounr unarmed attacks combining with postures and locations) Quote:
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Epee's an interesting one because it's the only one that allows leg hits to count. Long ago I did foil (and a bit of sabre), and you were able to have as you say you leg extended quite far out relative to your torso, and it didn't matter. I have little experience of Epee I wonder is there is much difference in the general fighting posture Quote:
Yep, which I guess is what we're trying to define in GURPS terms, so maybe a bonus to defence or retreat. Quote:
So a ST/HP10 chap swinging a Sw+1 broadsword at another ST/HP10 chap's unarmoured leg, even if injury he can inflict is capped at 6hp, he will cripple the leg two thirds of the time However this is going to depend on how much you and I see Imp and Cut attacks in our melee combat! |
Re: [Low-Tech] Padded Cloth and Layered Armour penalty
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Yes, in combat sports stance is determined by what targets count and which do not (and people often forget to defend against attacks which don't count in their favourite game). GURPS Martial Arts: Gladiators has a rule for exposing one area to protect another. |
Re: [Low-Tech] Padded Cloth and Layered Armour penalty
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(Leaving aside the point that at DR1 this is the lowest possible protection a thing can have in GURPS terms, so it's really the least thick and cumbersome a padded shirt can get in the system and still be armour! And in reality everything is on a scale, and not hard and fast RPG system based cut offs!) |
Re: [Low-Tech] Padded Cloth and Layered Armour penalty
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IMO which we consider "standalone armour designed for low-tech warfare" should be at least DR 2 (Light Layered Cloth/Leather). DR 1 is something between clothing and proper armour, more likely to be made to be worn with other forms of armour (as the Helmet Padding for example, which is Padded Cloth), or the "cheap quality armour" that abounds among modern reenactors. |
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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cheers TD |
Re: [Low-Tech] Padded Cloth and Layered Armour penalty
The problem with "padded garment" is that can be translated into GURPS different things:
Ordinary Clothing: DR 0*, 1.6 lb. Arming Doublet: DR 0*, 2 lbs. Coat: DR 0*, 2.5 lbs. Light Leather/Winter Clothing: DR 0* (1* vs. cutting), 4 lbs. Heavy Coat: DR 1*, 5 lbs. Padded Cloth: DR 1*, 6 lbs. Light Layered Cloth: DR 2*, 12 lbs. Arming Doublet is worn with Plate Harness. Padded Cloth is worn as helmet padding or liner. According to Dan writings here: Quote:
If I remember well, the Tlingit Warrior Loadout includes Light Leather apron and pants worn under the armour and the combination doesn't give any DX penalty. What if we add another thing, lighter than Padded Cloth, similar to Arming Doublet and made to interact with another layer of armour? Example: Arming Garment: DR 0* (1* vs. cutting) when worn alone, DR 1* vs. all attacks when is worn with armour which is designed to be don with it, 4 lbs. |
Re: [Low-Tech] Padded Cloth and Layered Armour penalty
Maybe aside from weight we need some kind of 'bulk' stat for armor related to its volume (and maybe friction?) to understand how it would impede movement?
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Re: [Low-Tech] Padded Cloth and Layered Armour penalty
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