Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 02-17-2014, 03:45 AM   #11
Tomsdad
 
Join Date: Jan 2010
Location: Brighton
Default Re: The Eyes Have It: Armor Chinks

Quote:
Originally Posted by DanHoward View Post
I might rule that the eye slits can't be targeted at all but I'd halve the DR for the whole face because the perforations weaken the metal. Looks like they might enable peripheral vision too.
I was going to make a point regarding eye slits and narrow blades in tourneys, but I thought I'd ask you first because I'm not sure.

In tourney melees would it have been reasonable to not worry about poniards etc being thrust through eye-slits?

I ask because removing that issue would allow you more leeway in patterns of vision/breathing slits in tourney helmets.

But then I'd have thought a really good way to claim victory (and ransom) in a tourney would be to push you poniard through the eye slit have it hovering over you foe's eye!
Tomsdad is offline   Reply With Quote
Old 02-17-2014, 09:36 AM   #12
Varyon
 
Join Date: Jun 2013
Default Re: The Eyes Have It: Armor Chinks

Quote:
Originally Posted by JP42 View Post
This would have to be adjusted if you're using the harsh realism rules, where targeting chinks in armor for the eyes reduces DR to 0 by default, and no amount of protection can help that short of something solid like your Blind protection option.
These are made with those rules in mind - those Eye rules were originally a Kromm ruling before they made their appearance in LT, IIRC.
EDIT: Without context my statement above didn't follow. Because the Eye rules were a Kromm ruling (phrased as a clarification), I basically consider them to be the default rules, not something optional introduced in LT. Here is the entry from the FAQ.

Quote:
Originally Posted by JP42 View Post
Targeting chinks in armor can already only be done with impaling, piercing or tight beam burning attacks, so that should help some with the concerns about the size of weapons getting through the armor.
Already considered, actually, although I suppose later swords like rapiers are already thin enough to downgrade by one step. It's honestly more balance than realism (albeit with some nods to the latter), as as it stands helms that restrict vision don't really give any benefit in exchange.

Quote:
Originally Posted by JP42 View Post
I'm okay with eyes being targeted only at -1 more through eye slits. They are, by definition, going to be in such a place as to effectively guide your weapon to the individual's eyes upon a successful hit.
Agreed, but that -1 means that most fighters who are able to target the eyes are going to target the eye slits instead. I'd prefer there to be a real choice involved.

Quote:
Originally Posted by JP42 View Post
I would not, however, allow one to target chinks in armor and veins or joints...
Understandable, but certainly it makes sense for "weak armor" and "here there be arteries" to have at least a little overlap.

Quote:
Originally Posted by ArmoredSaint View Post
What about this type of helm?
Embarrassingly, I didn't consider such helms in my analysis. That's kind of a special case of Blinding, in that it offers full protection, but simply penalizes one's Vision (and possibly attack/defense) rolls rather than imposing any specific Disadvantage.

To build such a helmet, I'd agree with Dan that the perforated sections would have reduced DR, effectively making the Face mask twice as heavy for the same DR (a lesser multiple may be appropriate). See Class P, later.


As a final note, I think I'm going to modify my classes (and rename them numerically), based on rereading the relevant sections of LT. Here's the "new" list, I'll update the old one in a bit:

Class 0: These offer no protection to the eyes at all, and if otherwise a "full" face mask grant only 5/6 protection to the face. They are markedly lighter (5/6ths the weight of a full mask) than the other forms (which are effectively all the same weight as each other). Useful for sneaky types who are largely using the mask to protect their identity.

Class 1: These offer minimal protection, but fully protect the face and are typically unrestrictive. They grant half DR against Eye attacks, none against Eye Chinks attacks. They penalize Vision rolls when the GM rules peripheral vision would be important (such as when keeping an eye out for guards while sneaking about, hence thieves/assassins preferring Open), but not enough to typically make any real difference in combat.

Class 2: These offer solid protection, but restrict the user's vision markedly. They grant full DR against Eye attacks, no DR against Eye Chinks attacks. While worn, such face masks impose No Peripheral Vision on the wearer.

Class 3: These offer excellent protection, but are so restrictive as to often be liabilities. They grant full DR against Eye attacks, and half DR against Eye Chinks. While worn, such face masks impose Tunnel Vision - as a result, they are typically only found on Great Helms (that is, helmets designed to be worn over other helmets, then removed when the fight is joined).

Class 4: These may not have even existed historically, but they are Class 3 helms with extremely small eye slits. They grant full DR against Eye attacks and cannot be targeted by Eye Chinks. While worn, they impose Tunnel Vision, -4 to Vision, and -2 to DX (can't see where you're going).

Class X: These masks lack any sort of eye slits. They grant full DR against Eye attacks and lack Eye Chinks, and their Class cannot be degraded. While worn, such face masks impose Blindness.

Class nP: These masks use a "mesh" type design, allowing the user to see with a large number of very tiny eye slits. Class P is a special version of each of the above - Class 0P uses a large mesh that allows full vision, Class 1P slightly restricts peripheral, etc. Use the numeric class to determine the protection granted (and penalties imposed) by the rest of the mask. For P, there are two types - thin and thick. A thin mesh is extremely weak, offering only 1/4 normal DR for its weight, and imposes a -1 to Vision (cumulative with any penalties from the numeric class). A thick mesh, as in the pictures linked by ArmoredSaint, offers 1/2 normal DR for its weight, imposes a -2 to Vision (again, cumulative), and makes targeting hit locations harder (-1 to hit) and Deceptive Attacks against the wearer more effective (additional -1 to defense, just like Reverse Grip or similar). Thick mesh is only available for Class 0 or Class 1 helms - Class 2P and higher are Class 4.
Class P helms are treated as Class 4 for purposes of targeting Eyes and Eye Chinks.

Last edited by Varyon; 02-17-2014 at 11:25 AM.
Varyon is offline   Reply With Quote
Old 02-17-2014, 12:27 PM   #13
JP42
 
Join Date: Dec 2012
Default Re: The Eyes Have It: Armor Chinks

Quote:
Originally Posted by Varyon View Post
Agreed, but that -1 means that most fighters who are able to target the eyes are going to target the eye slits instead. I'd prefer there to be a real choice involved.
I have to wonder if the intent of the rules isn't to force targeting the slits, bypassing all DR, as the only way to hit the eyes through a helmet the covers the face.
Quote:
Originally Posted by Varyon View Post
Understandable, but certainly it makes sense for "weak armor" and "here there be arteries" to have at least a little overlap.
I think my issue with it isn't that they can't be the same sort of location, merely that you can't target them both at the same time - that you can target the chinks, but hitting the vein/joint/whatever underneath can only happen by random roll based on the location.
JP42 is offline   Reply With Quote
Old 02-18-2014, 01:35 AM   #14
The Benj
 
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
Default Re: The Eyes Have It: Armor Chinks

Bypassing half of DR, but yeah.
The Benj is offline   Reply With Quote
Old 02-18-2014, 09:29 AM   #15
Varyon
 
Join Date: Jun 2013
Default Re: The Eyes Have It: Armor Chinks

Quote:
Originally Posted by JP42 View Post
I have to wonder if the intent of the rules isn't to force targeting the slits, bypassing all DR, as the only way to hit the eyes through a helmet the covers the face.
Rereading the entry in Low Tech, I think you may be correct. Still, I rather prefer having the option of targeting Eye at -9 and Eye Chinks at -12 (at Skill 17, the former can be moderately reliably done with a Telegraphic Attack, while the latter would require a Telegraphic All Out Attack; at Skill 13, you need Telegraphic All Out Attack to pull off the former), in no small part because it allows for better differentiation of eye protection.

Quote:
Originally Posted by JP42 View Post
I think my issue with it isn't that they can't be the same sort of location, merely that you can't target them both at the same time - that you can target the chinks, but hitting the vein/joint/whatever underneath can only happen by random roll based on the location.
That doesn't make any sense to me, but if you want to run things that way in your games, I've got no problem with it.
My own thoughts are that targeting Chinks means you know (or can tell) where the weak points in armor are, and targeting Arteries/Veins or Joints means you know (or can tell, particularly relevant for Joints) where these parts of the body are. If you know/can tell both, and there is overlap, it makes sense to be able to target this location. The additional penalty in this case isn't because of the small size of the hit location, but rather because you need to hit a specific location (normally you've got, say, a few places on the arm where Chinks apply, and a few places where you can target the Arteries/Veins; now you can only target the one place where the two overlap). Missing due to this additional penalty is likely to result in a hesitation, rather than an actual miss.

Quote:
Originally Posted by The Benj View Post
Bypassing half of DR, but yeah.
Eye Chinks (or slits) completely bypass DR. This isn't explicit in the FAQ, but I think was in the original Kromm post and certainly is in Low Tech (see LT101).
Varyon is offline   Reply With Quote
Old 02-19-2014, 01:37 AM   #16
Tomsdad
 
Join Date: Jan 2010
Location: Brighton
Default Re: The Eyes Have It: Armor Chinks

Quote:
Originally Posted by Varyon View Post
Eye Chinks (or slits) completely bypass DR. This isn't explicit in the FAQ, but I think was in the original Kromm post and certainly is in Low Tech (see LT101).
yep its "chinks" (weak spots that have half DR) and "gaps" (where there is no DR).

Better designed armour reduces "chinks" with sliding rivets and tailoring, "gaps" can be filled with specific patches of armour and voiders on your arming garment.
Tomsdad is offline   Reply With Quote
Old 02-19-2014, 02:01 AM   #17
The Benj
 
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
Default Re: The Eyes Have It: Armor Chinks

Quote:
Originally Posted by Varyon View Post
Eye Chinks (or slits) completely bypass DR. This isn't explicit in the FAQ, but I think was in the original Kromm post and certainly is in Low Tech (see LT101).
IF one uses the highly optional Harsh Realism – Armor Gaps rules for it, which one shouldn't, because an extra -1 to completely ignore DR is too good.
The Benj is offline   Reply With Quote
Old 02-19-2014, 02:14 AM   #18
DanHoward
 
DanHoward's Avatar
 
Join Date: Mar 2005
Location: Maitland, NSW, Australia
Default Re: The Eyes Have It: Armor Chinks

The bell-shaped curved means that results are not linear. -10 is virtually impossible for most people and the difference between -9 and -10 is more than what might seem.
__________________
Compact Castles gives the gamer an instant portfolio of genuine, real-world castle floorplans to use in any historical, low-tech, or fantasy game setting.

Last edited by DanHoward; 02-19-2014 at 02:18 AM.
DanHoward is offline   Reply With Quote
Old 02-19-2014, 02:18 AM   #19
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: The Eyes Have It: Armor Chinks

Quote:
Originally Posted by The Benj View Post
IF one uses the highly optional Harsh Realism – Armor Gaps rules for it, which one shouldn't, because an extra -1 to completely ignore DR is too good.
Not convinced that the problem is with the eye slit rule, though; -8 for armor chinks is actually pretty severe, a lot of weaker areas in armor are more like -3.
__________________
My GURPS site and Blog.
Anthony is online now   Reply With Quote
Old 02-19-2014, 02:19 AM   #20
The Benj
 
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
Default Re: The Eyes Have It: Armor Chinks

Quote:
Originally Posted by DanHoward View Post
The bell-shaped curved means that results are not linear. -10 is virtually impossible for most people and the difference between -9 and -10 is more than what might seem.
If one has the skill to suck up a -9, one can almost certainly go the extra mile and take -10. For ignoring DR entirely? Worth it.
The Benj is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:17 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.