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-   -   Armor up! (https://forums.sjgames.com/showthread.php?t=187178)

TippetsTX 12-21-2022 11:21 AM

Re: Armor up!
 
Unless you are looking for a much more detailed model (and ruleset), I think it's nearly impossible to separate armor type from material from coverage at TFT's level of abstraction. My framework is a step in the right direction (I hope), but it still relies on certain FRPG tropes.

And just because I call something CLOTH or LEATHER doesn't mean that's the only material used to create armors on those particular 'rungs' of the ladder. TFT has already established that a BROADSWORD can refer to many other bladed weapons, after all.

hcobb 12-21-2022 11:45 AM

Re: Armor up!
 
For example Melee, page 23: "his Roman armor counts as chainmail."

TippetsTX 12-21-2022 12:41 PM

Re: Armor up!
 
Quote:

Originally Posted by hcobb (Post 2463308)
For example Melee, page 23: "his Roman armor counts as chainmail."

On my table, that would be covered by LAMINAR (aka. 'banded' armor) or REINFORCED LEATHER, but you've got the right idea.

I'm not married to those terms, BTW. They just seemed to be the most commonly understood for the level of protection they are intended to represent.

David Bofinger 12-21-2022 10:42 PM

Re: Armor up!
 
Quote:

Originally Posted by TippetsTX (Post 2463304)
TFT has already established that a BROADSWORD can refer to many other bladed weapons, after all.

In principle you're right, a name is just a name. But people will use the name to settle questions like "Does the armour contain iron?" and "Can the armour be folded up to fit in a backpack?" so in practice it tends to bleed over.

Reality is that as technology improves both the coverage and the materials technology gets better. The Roman armour-making skills just weren't good enough to cover everything the way the Renaissance did.

David L Pulver 01-14-2023 12:21 AM

Re: Armor up!
 
I've considered armor talents and other modifications, but generally tend to minimize house rules that affect the talent list or equipment.

However, one thing I've considered is:

"Partial Armor. You may suits of armor that leave a significant portion uncovered. Partial armor is half weight, cost, and DX penalty. It protects fully, but an attacker can opt to ignore it by so stating and taking a -2 to DX.

It doesn't protect against Fire hexes or Blast and protects only half as well (round down) against gunpowder explosives (figuring this is a mix of frag and blast) It provides its full armor protection).

hcobb 01-14-2023 02:08 AM

Re: Armor up!
 
Quote:

Originally Posted by David L Pulver (Post 2465729)
"Partial Armor. You may suits of armor that leave a significant portion uncovered. Partial armor is half weight, cost, and DX penalty. It protects fully, but an attacker can opt to ignore it by so stating and taking a -2 to DX.

Whataboutism making the to-hit roll by four points more than needed or such?

David L Pulver 01-16-2023 08:12 PM

Re: Armor up!
 
Quote:

Originally Posted by hcobb (Post 2465744)
Whataboutism making the to-hit roll by four points more than needed or such?

Sure, that can work as well -- although that adds a mechanic not really done that often in the core Legacy rules, even if it is hinted at a few times. The point of this change is something that is fairly minimal.

I actually haven't run a full-fledged campaign under LEGACY rules yet, just individual adventures or short sessions. If I were to run a long campaign, I would change the TFT rules a lot more radically to suit my personal tastes, including adopting some of your own variant suggestions. I would also:

* Halve all MA to fix both "run off the map" issues (and improve realism, but that's secondary).
* Add a defense roll at (DX/2)+3 (penalized if attacked from side, rear, or prone). (I started doing this in my GURPS fantasy games in 1987 and eventually - around 2003 -- got it built into the GURPS 4e core rules...)
* Add over a dozen spells I've devised for my own campaign.
* Replace the LEGACY xp system, also removing the ability to buy talents/skills/etc. separately with XP, but granting IQ-based talents/spells/languages equal to (IQ-5) x 2, with extras gained at that ratio when IQ is improved.
All were things I successfully used in games run between 1983 and 1995 when I was ran a bunch of variant TFT, and still have lots of material for.

TippetsTX 01-16-2023 08:18 PM

Re: Armor up!
 
Quote:

Originally Posted by David L Pulver (Post 2466206)
Add over a dozen spells I've devised for my own campaign.

We'd love to see some of those. Feel free to post under this other thread...

Show me the magic!
https://forums.sjgames.com/showthread.php?t=161151

TippetsTX 09-24-2024 08:45 AM

Re: Armor up!
 
Adding a post from another thread...

Another rule that I have introduced in my game that uses the expanded armor list and framework from my intro post is called 'Finding the Soft Spot'. A figure may make a targeted attack against an armored opponent w/ the goal of hitting them someplace where the armor provides less protection. This vulnerability is harder to find or access in heavier armors so the penalty is specific to each category of armor... -3 DX when attempting this kind of strike against foes in LIGHT armor, -6 DX vs. MEDIUM armor and -9 vs. HEAVY armor. A successful strike will bypass half (rounded down) of the armor's protection. I also have talents which improve these odds.

EKB 09-28-2024 10:46 AM

Re: Armor up!
 
Quote:

Originally Posted by TippetsTX (Post 2538340)
Adding a post from another thread...

Another rule that I have introduced in my game that uses the expanded armor list and framework from my intro post is called 'Finding the Soft Spot'. A figure may make a targeted attack against an armored opponent w/ the goal of hitting them someplace where the armor provides less protection. This vulnerability is harder to find or access in heavier armors so the penalty is specific to each category of armor... -3 DX when attempting this kind of strike against foes in LIGHT armor, -6 DX vs. MEDIUM armor and -9 vs. HEAVY armor. A successful strike will bypass half (rounded down) of the armor's protection. I also have talents which improve these odds.

I have a somewhat similar "Called shot to a chink in the armor" house rule, where the attacker can take a -1 Dx penalty for each point of armor bypassed, with a requirement that the called shot also be to a location, so that that penalty applies too. Thus a "called shot to the eyeslits" to bypass the 6 pt armor of a helm is a net -12 Dx: -6 Dx for the called shot to the head, plus -6 Dx to bypass the armor. (But if the attacker does hit, the attack does double damage and the targets armor doesn't stop any of that.)

My minimum called-shot-to-a-location penalty is -2 Dx for a called shot to the torso. So a called shot that bypasses chainmail or the equivalent has a net -5 Dx penalty minimum, with a successful hit bypassing the 3 points of armor but not having any special damage-doubling or limb-crippling effect.

I don't have any talents to specifically reduce called-shot penalties, but I do allow stacking of talents to increase adjDx with a given weapon to what others might call ridiculous levels. They work for me and my players however, so I've taken a few levels in a "don't care what others think" talent. ;)


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