![]() |
|
![]() |
|
Thread Tools | Display Modes |
![]() |
#21 | |
Join Date: Jan 2010
Location: Brighton
|
![]() Quote:
Because really a light, hand held swung cutting edge is just about the worst possible way to try and get through armour |
|
![]() |
![]() |
![]() |
#22 |
Join Date: May 2017
|
![]()
There is another possibility. Treat the armor as you would cover, using Overpenetration rules. Thus:
Armor has its normal DR and HP equal to 8x(cube root of weight). You need to do DR+HP/4 to cause overpenetration. Using armor in the Basic Set Heavy Steel Corselet DR 7 Weight 45 28hp 7+7=14 to overpenetrate Bronze Corselet DR5 Weight 40 28hp 7+5=12 to overpenetrate Mail Shirt 4/2 16 21hp 5+4/2= 9/7 to overpenetrate Leather Armor 2 10 18hp 2+4=6 to overpenetrate Cloth Armor 1 6 15hp 1+3=4 to overpenetrate It may make bronze armor slightly too good, though? I don't know how effective it actually should be compared to steel. If we calculate this with Low Tech Instant Armor for the torso: Wood DR 3 Weight 30 hp 25 3+6=9 to overpenetrate Heavy Plate DR9 Weight 32 hp 26 9+6=15 to overpenetrate Heavy Mail DR5* Weight 18 hp 21 5+5=10 to overpenetrate Heavy Leather DR 3 (-1 vs imp) Weight 20 hp 22 3+5=8 to overpenetrate Heavy Layered Cloth DR 4 Weight 28 hp 25 4+6=10 to overpenetrate Padded Cloth DR1* Weight 6 hp 15 1+3=4 to overpenetrate Straw DR 2 Weight 20 hp 22 2+5=7 to overpenetrate This models the effectiveness of armor pretty well, I think. Not only are warriors clad in plate armor near-invulnerable, their armor is also pretty resistant to damage. Meanwhile, the users of worse armor like wooden or cloth ones can get some good protection for a while, until damage to their armor renders it completely useless which I think is pretty realistic. Doing things this way will make combats last very long though, as fighters now have to wear down their opponents armor or strike at an unarmored location/through a chink. Which, again, may be pretty realistic. I'd only recommend doing things this way when running gritty, realistic games with detailed combat. |
![]() |
![]() |
![]() |
#23 | ||
Join Date: Mar 2005
Location: Maitland, NSW, Australia
|
![]() Quote:
Quote:
__________________
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; 05-05-2017 at 04:10 PM. |
||
![]() |
![]() |
![]() |
#24 |
Join Date: Feb 2005
Location: Berkeley, CA
|
![]()
Not sure if it requires you to be superhuman, or if it requires the broadsword to be magical. There's a good chance it requires less force to bend the sword than it requires to bend the breastplate, in which case your strength is sort of moot.
|
![]() |
![]() |
![]() |
#25 |
Join Date: Nov 2011
Location: Seattle, WA
|
![]()
Isn't this just further evidence in favor of the (.5) AD for cutting?
__________________
-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
![]() |
![]() |
![]() |
#26 |
Join Date: Feb 2005
Location: Berkeley, CA
|
![]()
Actually, it's argument for penetration caps. If your weapon is weaker than the armor its striking, applying more strength just means your weapon bends or breaks. This is generally moot for compact metal striking heads (including axes), as they tend to be stronger than any plausible armor could be, but relatively long thin objects (swords, rods), soft objects (such as wood), or brittle objects (such as stone) might simply fail.
|
![]() |
![]() |
![]() |
#27 | |
Join Date: Jan 2010
Location: Brighton
|
![]() Quote:
I know the basic GURPS premise is that energy drives and links penetration and injury (adjusted for AD and Injury mod respectively), and in general it works*. But I do think when it comes to hand held weapons where their effects in each are so different** it is worth further splitting them in effect. (of course there are various ways to do this in the system without needing to create new tweaks) *and to be fair when your creating a system that has to cover as much stuff GURPS is designed to do it makes sense to have core concepts and unified rules where you can. **and different types of melee weapons also have very different ways of doing both as well. Last edited by Tomsdad; 05-06-2017 at 07:16 AM. |
|
![]() |
![]() |
![]() |
#28 | ||||
Join Date: Jun 2016
Location: Pisa, Tuscany, Italy
|
![]()
I've to thank you guys for your opinions and advices.
Quote:
Quote:
Quote:
Quote:
With my house rules, most impaling attacks have (0.66) against metal armor and (1) against non-metallic armor. A 128 lbs x 78" longbow with 30" draw (yep, the same of the Deadly Spring article, Pyramids 3-33#) has a realistic damage of 1d+1 imp. According to my HR, its damage is 1d+1 (0.66˟)/(1°) imp for barbed arrowheads, 1d+1 (0.5˟)/(1.5°) imp for broadhead arrowheads and 1d+1 (0.66˟)/(1°) pi+ for bodkin arrowheads. Hardened steel barbed arrowheads will perform better (1d+1 (0.66˟˟)/(1˟)/(1.5°) imp) - in fact, in 1405 king Henry V of England made a law against those who craft too soft metal arrowheads, because they perform badly against armor. With my HRs: Fine Mail shirt has DR 4* (DR 2* vs. crushing). Being metallic armor, it has an effective DR of 4 [DR/(1)] against bodkin arrows and hardened steel barbed arrows (unless mail is made of hardened steel, which increases the DR of 1 and decreases the armor divisor of hardened steel barbed arrowheads to (0.66), resulting in an effective DR 7), DR 6 [DR/(0.66)] against barbed arrows and DR 8 [DR/(0.5)] against broadhead arrows (and that's why they're used most for hunting and rarely on battlefield). Using longbow with bodkin arrows or hardened steel arrows against fine mail: 1d+1 pi+ (bodkin) or 1d+1 imp (barbed) - DR 4 = 0, 0, 0, 1, 2, 3 damage, with x1.5 (bodkins) or x2 (barbed) wound modifier if torso, neck or head are hit. Armour isn't proofed against such arrows, but anyway it gives good protection and it's likely to avoid to be killed or incapacitated by a single arrow that penetrates DR. Using longbow with barbed arrows against fine mail: 1d+1 imp - DR 6 = 0, 0, 0, 0, 0, 1 damage, with x2 wound modifier if torso, neck or head are hit. Armour is nearly proofed against these arrows; the only chance for the archer is a dramatic armour fail on a critical hit (which sometimes - but very rarely - happened). Using longbow with broadhead arrows against fine mail: 1d+1 imp - DR 8 = 0. There is no way to pierce a coat of mail with such arrows. Last edited by Rasna; 05-06-2017 at 10:33 AM. |
||||
![]() |
![]() |
![]() |
#29 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
|
![]()
Williams tested two samples. An extant 15th century voider and a copy of this kind of mail made by Erik Schmidt. Both would be classed as Light Mail in Low-Tech. The model for Fine Mail was based on examples with a much denser mesh. The MET has a video showing that you can't even push a pin through one of their pieces.
__________________
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; 05-06-2017 at 05:41 PM. |
![]() |
![]() |
![]() |
#30 | |
Join Date: Jun 2016
Location: Pisa, Tuscany, Italy
|
![]() Quote:
Last edited by Rasna; 05-07-2017 at 10:13 AM. |
|
![]() |
![]() |
![]() |
Tags |
low-tech, low-tech armor, low-tech weapons |
Thread Tools | |
Display Modes | |
|
|