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 > The Fantasy Trip > The Fantasy Trip: House Rules

Reply
 
Thread Tools Display Modes
Old 09-16-2024, 07:07 PM   #11
Steve Plambeck
 
Join Date: Jun 2019
Default Re: Partial armor

A truly over-simplistic suggestion, intended only for those who want partial armor to add color to descriptions and narrations:

A partial suit is identical in all respects to a full suit of the next lowest armor type:

Treat partial leather as = cloth, & partial chain as = leather.

The snag being there is already a partial plate armor (Half-Plate) with it's own stats, so you wouldn't wanna say "partial Half-Plate". Fixable by adding one more type to the list -- call it Scale -- that stops 4/a. Then drop half-plate altogether, and let partial plate = scale.

Again, not a solution for anyone who wants hit location effects, just for someone to be able to say "this character is in partial chain male" or the like.
__________________
"I'm not arguing. I'm just explaining why I'm right."
Steve Plambeck is offline   Reply With Quote
Old 09-18-2024, 12:46 AM   #12
David Bofinger
 
Join Date: Jan 2018
Location: Sydney, Australia
Default Re: Partial armor

Quote:
Originally Posted by Steve Plambeck View Post
A partial suit is identical in all respects to a full suit of the next lowest armor type
I think this is the right idea. In fact I think armour needs a list of examples much like those for weapons (the box on ITL 111) providing guidelines for using a Greek panoply, Roman legionnaire's armour, samurai armour, etc.

I also like the idea of a 1 MA penalty for every point of armour, and a +1 MA for moving first, to get rid of magic numbers.

Quote:
Originally Posted by Steve Plambeck View Post
A truly over-simplistic suggestion
I think you underestimate the simplisticity (is that a word?) of TFT. The game is underpinned by lots of approximations this rough. Yours is fine.

Last edited by David Bofinger; 09-20-2024 at 04:49 AM. Reason: typo
David Bofinger is offline   Reply With Quote
Old 09-18-2024, 06:45 PM   #13
Steve Plambeck
 
Join Date: Jun 2019
Default Re: Partial armor

Quote:
Originally Posted by David Bofinger View Post
I think this is the right idea....

I also like the idea of a 1 MA penalty for every point of armour, and a +1 MA for moving first, to get rid of magic numbers.

I think you underestimate the simplisticity (is that word?) of TFT. The game is underpinned by lots of approximations this rough. Yours is fine.
Thanks & glad you like it. More often than not the houserules I see proposed add granularity to TFT, but simple things are more to my own liking and indeed more in keeping with TFT's spirit.

Thinking about my post afterwards I decided I like it so much I amended my personal rules to include it, with a tiny modification: 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. (Head blows are the only specific hit attempt I allow anyway, so no need for exceptions for any other parts of the armour.)

I already use only -1 MA for each level of armour for greater mobility. I have no problem with rounding up when calculating 1/2 MA where MA is an odd number.
__________________
"I'm not arguing. I'm just explaining why I'm right."

Last edited by Steve Plambeck; 09-18-2024 at 06:48 PM.
Steve Plambeck is offline   Reply With Quote
Old 09-19-2024, 07:24 PM   #14
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.
David Bofinger is offline   Reply With Quote
Old 09-20-2024, 02:04 AM   #15
Steve Plambeck
 
Join Date: Jun 2019
Default Re: Partial armor

Quote:
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>.
__________________
"I'm not arguing. I'm just explaining why I'm right."

Last edited by Steve Plambeck; 09-20-2024 at 02:07 AM.
Steve Plambeck is offline   Reply With Quote
Old 09-20-2024, 08:05 AM   #16
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.
DeadParrot is offline   Reply With Quote
Old 09-23-2024, 06:52 AM   #17
TippetsTX
 
TippetsTX's Avatar
 
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.
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos
TippetsTX is offline   Reply With Quote
Old 09-23-2024, 02:16 PM   #18
hcobb
 
hcobb's Avatar
 
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.
__________________
-HJC
hcobb is offline   Reply With Quote
Old 09-29-2024, 09:48 PM   #19
David Bofinger
 
Join Date: Jan 2018
Location: Sydney, Australia
Default Re: Partial armor

Quote:
Originally Posted by EKB View Post
The formula for the overall protection provided by partial or mixed armor is the sum of the armor protection on each arm, each leg, the head, and three times the torso armor, divided by eight and rounded to the nearest whole number.
Anyone who cares about their character's effectiveness and survival will try to make the total armour load 3 more than a multiple of 8, so it rounds down. Maybe you don't care.
David Bofinger is offline   Reply With Quote
Old 09-30-2024, 12:00 PM   #20
EKB
 
Join Date: May 2024
Default Re: Partial armor

They'll get a benefit against attackers making called shots to the locations protected by those three total points of extra armor. And no, I don't care about players gaming the system to squeeze out that small advantage.
__________________
I was denied tenure at IOU.
EKB 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 04:45 PM.


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