Re: Armour house rule
Posted: Thu Apr 24, 2014 9:57 am
Can you post your houseruled damage?Corvo wrote: In my games I houseruled damage too, and on average it's higher than RAW. I refrained from writing them here to avoid a wall of text
Can you post your houseruled damage?Corvo wrote: In my games I houseruled damage too, and on average it's higher than RAW. I refrained from writing them here to avoid a wall of text
For swimming I give a TN+4 penalty if you're swimming more than 20-25 feet in mail hauberk. It's less for the other armours. And +4 is generous considering all the other gear they are usually carrying (shield, weapons, and other miscellaneous odds and ends).Corvo wrote:@looping:
I use the armour's malus to tn...
-On fatigue rolls, alway: basically they are Travel rolls and sometimes Athletics (as the forced march in Kinstrife).
-On other athletics rolls I judge case by case, 'cause armours were made to keep freedom of movement... yet all that weight wasn't without consequences (think about climbing, let alone swimming).
You're so right about creaking leather armour. I always assume that if someone other than an elf is really trying to move around stealthy, they aren't wearing anything more than clothes and soft leather. Soft leather doesn't have a Protection rating. It keeps you warm, protects you from minor cuts and abrasions, and that it.-About stealth I'm on the fence.
On one hand chain armour was far more confortable to wear than we usually expect, while leather armour was fairly creaking.
On the other hand "realism" is secondary to playstyle, to me: my actual group is 4 barding "knights", all decked in chainmail. They are already unsubtle enough as they are, if I penalize stealth I limit their gaming possibility (ie, I want them to use stealth sometimes!).
If I got a different fellowship probably I would give the malus to stealth as you suggested, to encourage diversity in the group.
I'll try to be as concise as possible (edit: I failedEvening wrote:Can you post your houseruled damage?Corvo wrote: In my games I houseruled damage too, and on average it's higher than RAW. I refrained from writing them here to avoid a wall of text
Lowering the edge can be a solution. We just have to ask Elfcrusher to implement it on his simulator to have some numbers to chew (hint hint)Yepesnopes wrote:I am not in favour of the reduction damage house rules. I like more the ones proposed by (can not recall the name) where after a battle a PC recovers extra endurance = 2xProtection dice of the armour, in a similar way as the helm does if you remove it.
In any case, I understand people want to make armours more relevant during combat. Why not just then reduce ALL weapons (PC and NPC) pierce value by 1?
Cheers,
Yepes
Good reasoning Corvo, but look at my correction in bold: you always need a second Wound to risk death, while you are never at risk of dying straight out by Endurance damage alone (you can drop unconscious exposing yourself to a coup de grace, but that's another matter). This is a simple evidence that Endurance and Wounds are never exactly the same: Wounds is what can kill the player, Endurance can at worst "spare a coup de grace" to your opponent when he manages to wound you twice. To conclude, I will again quote Elfcrusher:Corvo wrote:The main ways to kill a Hero are: 1- coup the grace once he's unconscious (by Endurance or Wound loss, it's the same). 2-wound him for the second time AND cancel his Endurance in the same blow. Wounds alone cannot kill a hero, nor Endurance: you need both.
On the other hand normal enemies are considered dead once they got 1 wound or zero endurance.
Wounds or Endurance are the same here.
And then... we got Trolls, where Wounds are REALLY the only physical damage. What can I say? 2 out of three is fairly good, and no theory is perfect
Joking aside, we are talking about gaming tools, not medicine, so I think we need some compromise.
But this can be a good starting point to expand game mechanicsElfrcusher wrote:Heroes have exactly two hit points, and you lose one per wound.
You are a tough costumer, but thank you for the good reasoning thingMichebugio wrote:Good reasoning Corvo, but look at my correction in bold: you always need a second Wound to risk death, while you are never at risk of dying straight out by Endurance damage alone (you can drop unconscious exposing yourself to a coup de grace, but that's another matter). This is a simple evidence that Endurance and Wounds are never exactly the same: Wounds is what can kill the player, Endurance can at worst "spare a coup de grace" to your opponent when he manages to wound you twice. To conclude, I will again quote Elfcrusher:Corvo wrote:The main ways to kill a Hero are: 1- coup the grace once he's unconscious (by Endurance or Wound loss, it's the same). 2-wound him for the second time AND cancel his Endurance in the same blow. Wounds alone cannot kill a hero, nor Endurance: you need both.
On the other hand normal enemies are considered dead once they got 1 wound or zero endurance.
Wounds or Endurance are the same here.
And then... we got Trolls, where Wounds are REALLY the only physical damage. What can I say? 2 out of three is fairly good, and no theory is perfect
Joking aside, we are talking about gaming tools, not medicine, so I think we need some compromise.
But this can be a good starting point to expand game mechanicsElfrcusher wrote:Heroes have exactly two hit points, and you lose one per wound.