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#11 | |
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Join Date: Jan 2010
Location: Brighton
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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! |
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#12 | ||||
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Join Date: Jun 2013
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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:
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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. |
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#13 | |
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Join Date: Dec 2012
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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. |
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#15 | ||
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Join Date: Jun 2013
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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. 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). |
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#16 | |
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Join Date: Jan 2010
Location: Brighton
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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. |
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#17 |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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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.
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#18 |
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Join Date: Mar 2005
Location: Maitland, NSW, Australia
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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.
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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. |
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#19 |
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Join Date: Feb 2005
Location: Berkeley, CA
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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.
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#20 |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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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.
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