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#1 |
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Join Date: Oct 2024
Location: There's a head attached to my neck and I'm in it
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Hello there, just to give some feedback.
Weapons in your hands, that you can use efficiently (so everything except "need ready" weapons and weapons you don't have ST for) of reach 1 or less or reach 2 two handed don't really make you that much less nimble. I don't have any experience with "reach 3" weapons, can't say about that. But it's mostly leverage and point of balance plays a role here. Of course wielding tip heavy weapons would give a bit of recovery time, but unbalanced property is enough for that, I suppose. Damage resistance and encumbrance of different armor isn't connected at all. Steel plate that gives DR 3 (it's 1 to 2 millimetres, if I remember correctly, at least for medieval armor), is lighter and less thick than DR 3 leather armor. Weight distribution, weight and bulk are important, not DR. And torso armor of the same weight wouldn't be worse than limb armor. Because weight is on your hips for torso. Weight on libs you need to move all the time. Of course i never studied the subject, so can be wrong somewhere, if so, feel free to correct. Sorry for my not-so-fluent English. |
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#2 | |
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Join Date: Jun 2013
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Quote:
I'll note the above (as well as your mention of DR 3 plate being lighter than DR 3 leather) assumes you're using the revised armor stats from Low Tech (and DFRPG, IIRC). The leather armor in Characters is actually more protective per pound, albeit not by a lot (DR 2 for 10 lb for torso+groin with leather, DR 5 for 30 lb for torso+groin with Steel Corselet, for 5 lb per DR in the first place, 6 lb per DR in the second), and coverage is different between the two (Characters Torso+Groin is equivalent to Low-Tech Torso, as the latter includes the Groin by default).
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GURPS Overhaul |
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#3 |
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Join Date: Aug 2014
Location: Snoopy's basement
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GURPS "encumbrance" is based on weight because that's how it's defined for GURPS. In GURPS, "encumbrance" means weight carried.
Bothersomeness of items is not given a game mechanic but that doesn't mean it should be ignored. A TL8 camping tent can be very light, but if you're purporting to carry it around fully assembled, the GM should apply realistic problems. |
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#4 | |
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Join Date: Oct 2024
Location: There's a head attached to my neck and I'm in it
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Quote:
Less than 1lbs - 0 heft; somewhere near 2 lbs - 1 heft; 5 lbs - 2 heft; etc Than we have 10 lbs breastplate: Weight from table - 3 heft, -1 for being a breastplate, + 1 for bad fitted. Easy and fast. Biggest problem is making modifiers that are logical and consistent. Second thing. Size and awkwardness is relative to SM, one more modifier... Like if SM of the object is bigger than SM of the character - N, not sure about exact number. Than increase heft of the item by "Object SM" - ("Char SM" - N) I hope it make sense. |
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#5 |
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Join Date: Nov 2024
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This is how I got here:
Inspriration comes from
The number and layout of slots is simply an abstraction of how many things a human can reasonably carry.
And yes, the Greatsword from my example is causing huge encumbrance with street clothing real issue. Didn't come up yet, so I hadn't spotted that bug yet. Good catch, balanced weapons need to have their heft reduced. |
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