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Old 09-19-2024, 08:24 PM   #1
David Bofinger
 
Join Date: Jan 2018
Location: Sydney, Australia
Default Re: Partial armor

Quote:
Originally Posted by Steve Plambeck View Post
I now assume the helmet in a partial suit is as good as the helmet in the full suit, seeing that's what PCs would probably buy. So my partial chainmail (for example) that only stops 2 hits would, for a blow to the head, still stop 3.
This rule adds complexity, and creates a question of why anyone would wear 2-point leather when they can wear 2-point limited coverage chain and get a bonus on head attacks.

And I don't see it's needed. A man who has decided to go in with less armour on his arms for speed and fatigue reasons may well also decide to have less armour on his head, for vision and breathing reasons.

There should be a modifier to perception tasks for armour, either -1 per level or -2 per level, not sure which.

Quote:
I have no problem with rounding up when calculating 1/2 MA where MA is an odd number.
Magic numbers are evil and should be slain wherever practical. In this case I have two weapons:
  • +1 MA for moving first
  • -1 fatigue for using your full half-move, so MA 9 allows half-MA 4 without fatigue cost.
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Old 09-20-2024, 03:04 AM   #2
Steve Plambeck
 
Join Date: Jun 2019
Default Re: Partial armor

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Originally Posted by David Bofinger View Post
This rule adds complexity, and creates a question of why anyone would wear 2-point leather when they can wear 2-point limited coverage chain and get a bonus on head attacks.

And I don't see it's needed. A man who has decided to go in with less armour on his arms for speed and fatigue reasons may well also decide to have less armour on his head, for vision and breathing reasons....
It's for rare contingencies only. If the party is bedded down for the night, and they hear attackers riding up, I might only allow them time to get partially dressed. They'd definitely grab their helmets, and just their cuirass, hauberk, or a leather jacket. Now there's a rule ready for that.

The other rare contingency could be a PC who eagerly wants to buy plate for example, but has only half the money -- I might want to be magnanimous and let them buy partial plate (including the helmet) for half price, and let them upgrade to the full suit later when they have the rest of the money (if they get back alive). I might. I might not <evil grin>.
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Last edited by Steve Plambeck; 09-20-2024 at 03:07 AM.
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Old 09-20-2024, 09:05 AM   #3
DeadParrot
 
Join Date: Apr 2012
Default Re: Partial armor

Another option would be to modify the "Using Up your armor and shield" optional rule ITL108. Example: someone wearing a partial set of Full Plate might be treated as having suffered 10 or 20 hits to the armor set and therefor lose 1 or 2 points of damage absorption. Lets you do the partial armor thing and avoids the called shot issue.

You could assign a point value to each piece, for Full Plate perhaps:
Helmet 10
Main chest 10
Both arms 10 or 5 per arm.
Each leg 10

So someone that owns a set of Full Plate but was caught sleeping might put on her helmet and grab a shield. Helmet worth 10 points of a 50 point(5 hit) total so absorbs 1 hit and the shield works normally.

If you want to get really detailed, assign a point value to each small piece and total. Round accordingly. But all the math bits are done before the game session so it shouldn't slow things down much.
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Old 09-23-2024, 07:52 AM   #4
TippetsTX
 
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Join Date: Sep 2018
Location: North Texas
Default Re: Partial armor

I'm not sure I see the gameplay advantage of a 'partial armor' model.

I would agree that more armor options with more variation is desirable (one such revised framework can be found in my Armor Up! thread), but beyond the obvious question "what kind of helm are you wearing?" I don't know why you would want to keep track of different protection values for different parts of the body.
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Old 09-23-2024, 03:16 PM   #5
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Re: Partial armor

We don't have partial armor because we're avoiding complexity in armor enchantment.
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