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Re: (TFT) Re: New Armor in TFT. -- David's thoughts.
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- Subject: Re: (TFT) Re: New Armor in TFT. -- David's thoughts.
- From: Jeffrey Vandine <jlv61560@yahoo.com>
- Date: Wed, 25 May 2016 04:42:00 +0000 (UTC)
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And, at this point, you might as well just go over to playing GURPS.
Sorry, it's getting way too complex for me.
--------------------------------------------
On Tue, 5/24/16, David Bofinger <bofinger.david@gmail.com> wrote:
Subject: Re: (TFT) Re: New Armor in TFT. -- David's thoughts.
To: tft@brainiac.com
Date: Tuesday, May 24, 2016, 6:00 PM
It would still give you
magic numbers. ST 12 would be much better than ST
11. Maybe not the end of the world but it would
distort characters - nobody
would make a
character with ST 11 any more, because ST 12 is so much
better. (The Roman empire fell because the
gladius was a poor choice under
the new
armour rules introduced in late antiquity.)
--
I think before making the rules more complex we
should give some thought to
which kinds of
complexity are harmful and which are tolerable. Meg's
system
tries to make it all as simple as
possible. Rick's system lets it get
complicated but pushes the complex bits into
character generation where you
only have to
do them once, so that play status simple.
Something else that
doesn't happen much is PCs getting hurt. When they do
it's not routine, it's an attention
grabbing event and I think nobody would
mind
a little bit of extra work.
Proposal:
*
Armour has the DX and MA penalties given in TFT, or maybe
those in Rick's
system since they seem
to have a little more resolution and nuance than
TFT's.
*
The advantages of great strength rules from TFT are deleted.
Well, I
guess you can still kick chests if
you want to but no armour benefits.
* If we want realism we ditch the names
"cloth", "leather", etc. and just
think of them as Armour 1, Armour 2, etc. where
the difference represents a
combination of
thickness and coverage. The difference between plate and
leather is technology, not encumbrance. If we
don't care about realism then
we keep
the silly names and say they are quaint.
* The protection afforded by armour and shields
is ST x [armour number] /
12, round down to
the nearest sixth. So Flavius Marcellus, a ST 11
character with "chain" aka Armour 3
plus large shield (i.e. 2) has total
defence
4+3/6 in front and 2+4/6 from behind. For character sheet
brevity,
write these "4.3" and
"2.4" like overs in cricket. Sorry, that
probably
wasn't helpful to most of
you.
* When a character
with non-integer armour gets hit, and the armour is
possibly penetrated, roll one die to determine
whether the armour stops an
extra point. So
if the armour is 4.3 then it stops 5 points on a 1-3 and
4
points on a 4-6.
* If a character puts on armour or shield made
for a character with a
different ST then we
have a problem. Divide the armour's protection by the
new character's ST, multiply by 12, round
up to get the penalties.
Fortunately this
shouldn't happen often.
In summary, a ST 18 character takes full
penalties from leather armour, but
at least
it stops 3 hits instead of two.
Thoughts and comments solicited.
---
David
What if, instead of having each type of armor
have separate Threshold and
No Negative
numbers, stronger characters just take progressively less
penalties for armor?
So maybe something like: each type of armor has
its associated DX penalty,
per rules.
Stronger figures take progressively less DX penalty. So,
for
purpose of illustration, say a ST 12
figure takes 1 point less penalty, so
they
can wear cloth armor with no DX penalty, or leather with
only a -1, or
chain with -2, etc. Or ST 18
takes 3 fewer DX penalty, so anything up to
chain has no penalty, and plate-mail is at -3.
You'd still end up with some
ST's
being "more optimum" than others, but maybe you
could stagger DX
penalties offset with MA
penalties offset to get a smoother "optimization
curve".
- Meg
On 5/24/16 2:28 PM, Rick Smith
wrote:
> On 2016-05-24,
at 10:10 AM, David Bofinger wrote:
>
> Rick,
>>
>> I have some concerns about your armour
scheme.
>>
>>
Philosophical argument, YMMV: It means light armour
literally has no
>> effect on many
basically ordinary people. It becomes a why not feature
>> of a character, very difficult to
leave off without making your
>>
character just worse than everyone else. TFT always tried to
cater for
>> unarmoured fighters,
Celtic maniacs and the like, and yes it went way
>> further than is realistic but still,
the core idea of "armour keeps
>>
you alive at the cost of slowing you down" is one
that's probably
>> worth keeping.
TFT let that slide for high ST but to let it slide for
>> everyone cuts something I liked.
>>
> On the other
hand, in the Advantages of Great ST in ITL, page 8, it
> talks about strong figures not being
affected by armor, and being
> able to
use shields with no negatives.
>
> So this is not something that I created
from nothing. Now in GURPS,
> Steve
Jackson argued, that well constructed and fitted armor did
not
> lower your DX at all. That you
could do acrobatics in armor. The big
>
disadvantage was the weight.
>
> I didn't go that far, but I have made
very light armor not penalize
> medium
strong figures.
>
>
> Eliminating magic numbers was a design
objective. But there are still
>>
basically magic numbers. it's generally good to have a
ST that's one
>> less than a
multiple of four. An ST that is a multiple of four kind
of
>> sucks.
>>
> Hmm....
looking. Not seeing your point. The no negatives number
for
> Cloth, Leather, Boiled Leather,
Scale, Half Plate, Plate and Hvy Plate
>
are respectively: 11 ST, 15, 19, 23, 27, 30 and 33 ST. I
am not seeing
> why 12, 16, 20 etc. are
especially punished.
>
> Perhaps you mean Threshold Number? For
Cloth to Heavy Plate, we
> have: 11 ST,
13, 15, 17, 19, 21, and 23 ST. Again, why 8, 12, 16,
etc.
>
> are
especially singled out is not obvious to me.
>
> Let us look at a
concrete example;
>
>
If you were wearing Boiled Leather (popular with my
players), at 15 ST
> you hit the
threshold number. So 15 is special, right, because the
DX
> penalty is 1 less. But at ST 16,
the MA penalty is one less, so it is
>
also
> special right? Boiled leather
has the following special numbers:
> 15
ST, 16, 17, 18 and 19. So out of the 5 special numbers,
for this
> armor, 1/5 of them evenly
divisible by 4, for 20% Given that we want
> this to be 25% we are low for this type of
armor.
>
> For heavy
plate the special numbers where you gain an advantage
> (either one less DX penalty or one less MA
penalty are: 23, 24, 25, 26,
> 27, 28,
29, 30, 31, 32, and finally 33. So 3/11 of these numbers
are
> divisible by 4. The divisible by
4 numbers are special 27.3% of the
>
time.
> Given that you would want one
quarter of the numbers to be special
>
25% of the time, for this armor, the evenly divisible
numbers seem to
> be doing a bit better
than average.
>
>
> Armour at any level can be divided into
armour that defeats your ST
>> (you
pay full penalty for wearing it), armour that your ST
partially
>> defeats (less than full
penalty) and armour that your ST totally
>> defeats (no penalty). That has two
effects:
>>
>> *
The penalty of armour as a function of ST is flat, then
falls, then
>> is flat again. Which is
pretty weird. You might expect it to be
>> falling from absurdly high numbers for
low ST, then go flat.
>>
>> * The system strongly encourages your
character to adopt armour that
>> your
ST either just defeats or almost defeats, or possibly very
heavy
>> armour if you laugh in the
face of penalties. Going to lighter armour
>> just loses you protection without
benefit. Going to armour a modest
>>
distance beyond the defeat line incurs big penalties at the
margin,
>> relative to the optimum
armour. So all characters of a given ST will
>> tend to have similar fitouts. I think
that's undesirable, though
>>
admittedly it's what happens now in weapons.
>>
> Re: the curve
being flat, then linear then flat. The system is
simple,
> and I can not see any reason
why a more complex system would be
> more
fun. Would we really gain anything if the system followed
an
> "s" shaped curve? That
said, this "simple" system seems to have
> caused some confusion which would argue
against using something
> more
elaborate.
>
>
> In TFT on page 9 of ITL the have a system
where:
> ST 18 - big jump. Cloth and
Leather is ignored.
> ST 20 - jump for
shields.
> ST 24 - another big jump.
Chainmail is ignored.
> ST 26 - another
jump.
> ST 28 - all armor is ignored.
>
> In this system,
wouldn't you NOT want to wear cloth at ST 24 when
> you COULD wear chainmail?
>
> >From
realism's standpoint, I think that very strong figures
ARE less
> affected by armor. If we
accept that as true, then it is proper for
> them
> to pick the
heavier armor of a pair when they have no penalties for
> both.
>
>
> --
>>
>> Here's an
example (leaving out the chain variant armours for
clarity):
>> the German ST 14 with a
two-handed sword fighter "Wulf" from the Melee
>> example of play, who in basic Melee
doesn't wear armour. For him:
>>
>> Cloth stops
1, -0 DX, -0 MA
>> Leather stops 2, -0
DX, -0 MA
>> Boiled leather stops 3,
-2 DX, -2 MA
>> Scale stops 4, -4 DX,
-3 MA
>>
>>
Obviously not wearing armour is a silly move, as is wearing
cloth. But
>> because leather is
benefitting from his ST, and boiled leather isn't,
>> the penalty jump from leather to
boiled leather is kind of nasty. I
>>
don't think many characters will choose to make it (at
least until
>> they get their ST up a
few points higher). On the other hand the jump
>> from boiled leather to scale is
actually smaller than the one from
>>
leather to boiled leather. So the character is pushed
strongly into
>> wearing leather
armour and away from boiled leather with heavier
>> armour options less affected. I doubt
this is what you intended.
>>
> Speaking generally, this is caused by two
things:
> -- The threshold number
increases from armor type to armor type and
> -- the movement penalty increasing with
heavier armor (until it maxes
> out at -4
MA).
> (In your example with
armor up to Scale, both of these effect are
> kicking in. A way to improve this, would
be to say ALL armor, gives
> the same
movement penalty, say, -2 MA.)
>
> Flavius Marcellus, the Roman in that
fight, is ST 11, carries a large
>>
shield and wears chain. (DX penalties? A soldier of the
empire fears
>> not these things.) For
him:
>>
>> Cloth
stops 1, -0 DX, -0 MA
>> Leather stops
2, -2 DX, -1 MA
>> Boiled leather
stops 3, -3 DX, -2 MA
>>
>> It's not as severe but again we
have the odd distortion that the jump
>> from cloth to leather is larger than
the jump from leather to boiled
>>
leather. So characters at this ST will be pushed into cloth
and away
>> from leather. It's all
a bit odd and a bit gamey, making the game less
>> accessible to a new player unwilling
to do analysis.
>>
>> --
>>
>> I'm not sure what the solution is.
Maybe a non-linear scheme where
>>
e.g. you have a ST needed to defeat armour completely, and
the harm
>> from being below that
level goes up like roughly the square of how far
>> you are below. ...
>>
> What? Is this
what you want? Let us say that I want to wear Boiled
> Leather with a No Negative's number of
19 ST. I have a 16 ST. So
> the
difference is 3 which I square to 9. So I would use 9 of
the
> penalties
> that
I get from Boiled Leather? Boiled leather has 5
penalties. (3 to
> DX
> and 2 to MA.) So for almost
all armor, you would get almost no benefit
> until just before you reach the no
negative's number. A far simpler
>
rule would be to give no benefit to armor until the No Neg.
armor and
> then get all bonuses at
once.
>
> ... Or else
make penalties fixed and say that strong people
>> wear thicker armour that stops more
hits (I think I like that idea but
>>
it's got magic number issues).
>>
> So if you wear
leather, but are really strong, you get the penalties for
>
> leather, but stop
hits like platemail? Why would anyone take leather?
> Everyone would be wearing cloth (which
only masses 7 kg), but be
> stopping more
hits based on their ST. Seems pretty ahistorical.
>
> Right now I don't
think this is going
>> where we need
it to. Sorry.
>>
>> --
>> David
>>
> Thinking back on
long ago TFT campaigns (before ITL and the Great ST
> rules came out), people had all sorts of
armor. (Plate was pretty
> standard
> for high attribute figures.) Now, the
armor people pick is either:
>
> -- Armor they can wear with no penalty or
almost no penalty (as you
> predicted),
OR
> -- People who are going for
'huge armor builds' where they want the
> extra protection no matter what. (Also
what you predicted.)
>
> The "everyone with ST 15 takes
leather" tendency is blurred when you
> add in fine armor. People might well
take Boiled leather when they
> get armor
with the relatively modest price increase for two less DX
> penalties.
>
>
> You say that you
don't know what the solution is. Well I see several
> choices...
> 1) Ignore
"Great ST" benefits on ITL page 9.
>
> 2) Use the
"Great ST" benefits on ITL page 9. (Effectively
these are so
>
> high
that they help almost no one, so option 2 is close to option
1.)
>
> 3) Use my
rules.
>
> 4) Use a
mix of 2 and 3. Start the lowest threshold number at
say,
> 18 for cloth, and have in
increase by one for each armor type. That
> would barely change the higher armors from
my system, and make far
> fewer jumps
with big differences between armor types. (That is, if
you
>
> are getting
benefits from wearing Boiled Leather, you would be far
> more likely to be getting similar benefits
from wearing Scale Armor.)
>
> 5) Something else of course.
>
>
>
--------------------------------------------------------------------------
> -------------------
>
> However, one thing
that I was trying to do with my armor rules was to
> encourage player to "get just one
more ST" at a wide range of ST. If
> you are at ST 12, is there a reason to get
just one more ST? Why yes.
> At ST 13,
you hit the threshold number for Leather. At ST 14 is
there a
> reason to get just one more
ST? Why yes, you would hit the no negatives
> number for Leather, or the threshold
number for Boiled Leather.
> At 20 ST is
there a reason to get just one more ST? Yes, This helps
you
> if you are in Half plate, or
platemail.
>
> I LIKE
the fact that there always is a reason for people to want
more
> ST.
> Let's
look at only the threshold numbers (but include those for
the
> chain
> mail
variants). The values where the just the threshold number
cause
> people to want 'just one more
ST' include:
>
>
ST 8, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, and
23. Pretty
> good
>
actually. Of course, far more numbers are
valuable if you count
> value between the
threshold numbers and the no negative numbers.
> Then the valuable ST key numbers blur
together so much that at every
> ST from
8 to 33 you have reasons to want just one more ST. I think
that
>
> THIS is very
attractive and desirable.
>
> (This discussion does not include
shields. My shields start getting
>
bonuses
> at 7 ST & get bigger ones
every 7 more, so these are another set of
> number
> (not divisible
by 4 by the way) which fits into this system. In that
> case
> people want,
'just one more ST' from ST 7 up to ST 35. (OK, I
admit
> that
> ST 34
is missed, sadly, which admittedly is a weakness in my
rules.)
>
> I think
that this is attractive, rather than giving no rewards at
all up
> to
> ST 18 as
is done in ITL page 9.
>
> ******
>
> Thinking all this over, I think that if
you are happy with most people
> not
> being able to gain any advantage for any
armor until very high ST, then
> you
might like a system like this:
>
> Armor type:
Threshold #
No Neg.
> #
>
>
--------------------------------------------------------------------------
> --------
> Cloth
17 ST
17 ST
> Leather
18 ST
20 ST
> Boiled L.
19 ST
23 ST
>
Scale 20
ST 26 ST
> 1/2 Plate
21 ST
29 ST
> Plate
22 ST
31 ST
> Hvy
Plate 23 ST
33 ST.
>
> I would be very
curious about your thoughts on all of the above.
>
> Warm regards,
Rick.
>
>
>
>
>
>
>
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