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Zapp wrote:So, because damage is what's left after you deduct your Combat Defense from the blow, essentially AR protects against damage but AP lets it through.


Zapp wrote:So, because damage is what's left after you deduct your Combat Defense from the blow, essentially AR protects against damage but AP lets it through.
Thus it is the difference between AR and AP that's really interesting.


timemrick wrote:And I like how the damage and armor system helps model the really scary fighters like the Mountain or Jamie Lannister--high Fighting and Athletics means doing enough damage to mow down your enemies before you, even if they're encased in metal.



Attack Full Plate Plate & Mail
10 -6 -7
11 -6 -3
12 -6 -3
13 -6 -3
14 -2 -3
15 -2 -3
16 -2 1
17 -2 1
18 -2 1
19 2 1
20 2 1
21 2 5
22 2 5
23 2 5
24 6 5
25 6 5
26 6 9
27 6 9
28 6 9
29 10 9
30 10 9
Attack Full Plate Plate & Mail
10 -4 -7
11 -4 -1
12 -4 -1
13 -4 -1
14 2 -1
15 2 -1
16 2 5
17 2 5
18 2 5
19 8 5
20 8 5
21 8 11
22 8 11
23 8 11
24 14 11
25 14 11
26 14 17
27 14 17
28 14 17
29 20 17
30 20 17

Zapp wrote:Not saying you're wrong, but please consider this...
If armour is simply better, everyone would simply wear as much armour as they could afford, or as much as local custom lets them get away with, or as much as they they think they need (less for peaceful workers than soldiers at war).

Zapp wrote:Regarding your math,
Let's list Full Plate and Plate & Mail beside each other, and increase the attacking score and see what happens:(all numbers assume a Combat Defense of 10 - or 4 and 6 respectively, after taking Armor Penalty into account. The attacker's Damage is set at 4.)
- Code: Select all
Attack Full Plate Plate & Mail
10 -6 -7
11 -6 -3
12 -6 -3
13 -6 -3
14 -2 -3
15 -2 -3
16 -2 1
17 -2 1
18 -2 1
19 2 1
20 2 1
21 2 5
22 2 5
23 2 5
24 6 5
25 6 5
26 6 9
27 6 9
28 6 9
29 10 9
30 10 9

Itkovian wrote:Which is exactly how it worked in real life, at least whenever one expected to go into combat. People without armour (or just light protection) will lose the fight (unless they are greatly superior to their foe, or unusual circumstances are involved (such as a body of water the armoured foe can be thrown into)). This is mostly due to armour not being anywhere near as encumbering as popularly believed, and that being without armour really does not make you agile enough to avoid shots.



Itkovian wrote:Essentially, fullplate becomes the best armour only when dealing with base damages of 4 or less.

Itkovian wrote:perhaps a better way to resolve this is to make AP apply to a given ability that composes the base defense, with a minimum of 0, instead of a penalty against the base defense itself. Agility comes to mind.

Zapp wrote:Besides, the idea that heavy armor should become better and better as damage increases, does have its logical limit. When damage becomes supernaturally high, it follows (to me at least) that no armor will help, and thus the only variable is to minimize your AP/Bulk.






Skyman wrote:On the longsword, that is a one-handed sword (if it doesn't list the two-handed quality then it's one-handed). I don't remember seeing the term arming sword used in the books, while IIRC 'longsword' has been used for one handed blades.
I also feel like fighting is probably supposed to include a measure of footwork, and that's why it's not called 'melee weapon' or something like that.
I like your moves concept, though I'd wait to play the full system before deciding if I wanted to implement something like that. I do hope the system allows for some of the tricky fighting maneuvers of the books.

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