Armor up!
What sorts of house-rules do folks have around armor? New armor types perhaps, or talents to mitigate penalties?
For my table, I've been working on a new framework for armor w/ expanded options, ST requirements and revised stats. One of the drivers was my previously shared change to shields (see https://forums.sjgames.com/showthread.php?t=170198), but my players and I also took issue w/ the way MA was a fixed value based on one's choice of armor and the lack of more nuanced interactions w/ the ST attribute. Light ST 5 - CLOTH Stops 1 hit / -1 DX / $100 (1 week) ST 6 - LEATHER Stops 2 hits / -2 DX / $200 (2 weeks) ST 7 - LAMINAR Stops 3 hits / -3 DX / $300 (3 weeks) Medium ST 8 - REINFORCED LEATHER Stops 4 hits / -2 DX / -1 MA / $450 (3 weeks) ST 9 - CHAIN Stops 5 hits / -3 DX / -1 MA / $600 (4 weeks) ST 10 - SCALE Stops 6 hits / -4 DX / -1 MA / $750 (5 weeks) Heavy ST 11 - BRIGANDINE Stops 7 hits / -3 DX / -2 MA / $1000 (4 weeks) ST 12 - HALF-PLATE Stops 8 hits / -4 DX / -2 MA / $1500 (6 weeks) ST 13 - FULL PLATE* Stops 9 hits / -5 DX / -2 MA / $2500 (10 weeks) *Full Plate that is specifically designed for use by mounted warriors is known as Cavalry Plate. The cost is slightly higher ($3000) and attacks or actions from horseback use a lower DX penalty (-4) if the wearer has the EXPERT HORSEMANSHIP talent. Notes: The MA penalties are based on the lower scale that I use (i.e. Base MA = 1/2 RAW MA). Thus, those penalties would be doubled if applied to RAW. All armors in my game are custom-made and fitted, hence the jump in base costs and the listed number of weeks in parentheses to complete. DX and MA penalties may be reduced by talents or high ST. Decrease the DX penalty by 1 if ST exceeds the ST requirement by 3 points. MA is reduced by 1 for every 5 ST over the required amount. Like weapons, a figure may attempt to wear armor above their ST, but the penalties are increased (still working out the exact details of this). Instead of reducing DX or MA penalties directly, *fine* quality armor will reduce minimum ST requirement by one (this is a new idea I'm testing for *fine* weapons as well). The ST requirements above are based on 1-hex figure, but I also have these armors scaled from half-hex to 3-hex size figures. |
Re: Armor up!
I realized my shield rules have evolved a bit since the thread mentioned above.
ST 6 - BUCKLER / VAMBRACES -1 DX to be hit* (-0 DX penalty) ST 8 - SMALL SHIELD -1/-2 DX (-1 DX) ST 10 - LARGE SHIELD -2/-4 DX (-2 DX) ST 12 - TOWER SHIELD -3/-6 DX (-3 DX) *In melee only... no protection vs. thrown or missile weapon attacks. The first number is enforced on the shield-holder's opponent in melee while the second is applied to incoming thrown or missile attacks. The penalty in parentheses is applied to the shield-holder. As with armor, the character may reduce their DX penalty by ONE for every 3 points of ST over the minimum required. |
Re: Armor up!
Let's see if we can drum up some discussion here.
So while we're on the topic of armor, what do folks think about requiring a talent for wearing armor? I think most would agree that running around in heavy armor and fighting effectively requires training. And TFT already requires a talent for wielding a shield (though I find the RAW version of that talent a bit too strict). To that end, I'm playtesting the following... IQ 9 - ARMOR TRAINING (1) A character can't simply put on a suit of armor and expect to fight or maneuver effectively. Armor may be worn without training, of course, but if the character expects to use armor regularly, the investment is worthwhile. This talent covers the basics of donning, wearing and maintaining all types of armor. Without this talent donning armor takes twice as long and, while wearing armor, performing most non-combat physical actions (climbing, swimming, horseback riding, etc.) adds a die to any task roll. Finally, armor worn by an 'untalented' figure will enforce an additional -1 DX penalty in combat. (In my framework this is a 'Novice' tier, Basic talent costing 1 IQ at character creation or 250 XP afterwards) |
Re: Armor up!
I like Toughness as the armor talent because it requires ST and memory points that wizards will find hard to spare.
Warriors already have access to Toughness and it gives them the chance to start with armor and then layer on as they add ST and DX. |
Re: Armor up!
I think IQ 9 is too high. It will limit some common fantasy themes, like dumb brutal masses of troops with armor.
Also...this is mostly just wearing a cumbersome suit and getting used to it. you dont need much intellect, you just need to keep at it. If the "taking care of armor" part of the trait is removed there is no reason not to allow this trait for lower IQ's. |
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And the addition of my proposed talent doesn't change the stackability between armor and talent-based damage reduction. It does create a new barrier for wizards who want to wear armor effectively which I like. |
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I dislike TFT's link between how heavy armour is and its material. See https://forums.sjgames.com/showpost....6&postcount=43
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But for fantasy materials see: Hexagram 4 • Not by Iron Alone: Material usage in Arms by Howard Kistler........p 22 |
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Compare a lorica segmentata &c with Renaissance plate: the most important places are covered in each case and the thickness of metal probably isn't that different but the Roman misses out on protection for his arms and lower thighs, and his face is a lot more open. It's not perfect either but I think modelling the armour spectrum in terms of coverage is more accurate than doing it in terms of material. |
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. |
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For example Melee, page 23: "his Roman armor counts as chainmail."
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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. |
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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. |
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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). |
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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. |
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Show me the magic! https://forums.sjgames.com/showthread.php?t=161151 |
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. |
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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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In more detail:
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Usain Bolt sprints outside of combat at 42 hexes per turn. What would you say his MA is?
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Anyone else got thoughts? |
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Plus the groupings are already baked into my framework so it just seemed reasonable to hang this on them too. |
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Sorry David, I overlooked this post of yours from last year. I can relate to so much of this!
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