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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 05:54:08 +0000 (UTC)
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Hmm. This:
"I mean: If you are really strong you can wear leather that is so thick it
is as good as the plate an ordinary person wears, and only pay leather
penalties. Or you could wear plate that was so thick it stopped even more
hits, but then you pay the plate penalties. Or cloth, and stop as many hits
as leather or chain on an ordinary person."
...creates a visualization problem for me. Are you seriously proposing that someone could wear a foot-thick set of leather armor and move at all? The statement "...you can wear leather that is so thick it
is as good as the plate an ordinary person wears..." certainly seems to imply that. At some point sheer physics will intervene and you will become a leather encased statue...until, at least, your opponent does you the huge favor of cutting you free.
The longer this debate goes on, the more inclined I am to go with the rules as written! ;-)
--------------------------------------------
On Tue, 5/24/16, David Bofinger <bofinger.david@gmail.com> wrote:
Subject: Re: (TFT) Re: New Armor in TFT. -- David's thoughts.
To: "Rick Smith" <rick_ww@lightspeed.ca>
Cc: "Anthony Purcell" <dr.anthony.purcell@gmail.com>, "Joe Hartley" <jh@brainiac.com>, "Marc Gacy" <marcgacy@gmail.com>, "Nils Lindeberg" <018.591777@telia.com>, "Thomas Fulmer" <tfulmer1@gmail.com>, tft@brainiac.com, "dan nicholson" <kootenayvalleydan@yahoo.ca>, "Richard Walters" <rick.walters@yahoo.com>
Date: Tuesday, May 24, 2016, 10:24 PM
> this is not
something that I created from nothing.
I think I addressed this when I said:
>> TFT let that slide
for high ST but to let it slide for
>>
everyone cuts something I liked.
The idea that something can be heavy but not
reduce your combat DX seems
petty unlikely
to me. Try playing tennis with lead weights tied to you,
they don't have to be very heavy to make a
huge difference.
You have
no threshold numbers that are 11, 15, 19 and can't see
how 12, 16,
20 are relatively
disadvantaged?
Yes, for
some armour type they might be helpful but is that an armour
type
you want to wear? I showed comparisons
of adjacent armour types and armour
your
strength is only able to slightly effect is a sucky choice.
Threshold
is nothing in your system - the no
negatives numbers are what kick bottoms.
Are your ST 15 PCs really wearing boiled
leather? Because IIRC that seems
like a very
odd choice. (On my phone so can't be certain.)
> Would we really gain
anything if the system followed an
>
"s" shaped curve?
I don't understand what you mean by an S.
Really, functions can't be shaped
like
an S because they would have three values in the middle.
> In this system,
wouldn't you NOT want to wear cloth at ST 24 when
> you COULD wear chainmail?
Quite correct. All the
problems I'm identifying with your system also
appear in ITL's. But we do have a forty
year edge on them in sophistication
so we
probably should do better. Also in your system the problems
develop
at lower ST.
> From realism's standpoint, I think
that very strong figures ARE less
>
affected by armor.
Probably
true in the short term, for a constant standard of
protection. One
of the issues of armour was
heat management. A powerful guy generating lots
of waste heat and wearing lots of armour gets
into trouble.
And less
doesn't mean completely unaffected.
I'm not actually suggesting squaring
things, by the way. Just a curve that
looks
parabolic rather than linear. Though I think I prefer the
idea of
increasing protection instead.
> So if you wear leather,
but are really strong, you get the penalties for
> leather, but stop hits like platemail?
I mean: If you are really
strong you can wear leather that is so thick it
is as good as the plate an ordinary person
wears, and only pay leather
penalties. Or
you could wear plate that was so thick it stopped even
more
hits, but then you pay the plate
penalties. Or cloth, and stop as many hits
as leather or chain on an ordinary person.
By the way, technically it
should be called plate, not plate mail.
Getting a threshold number is not generally
very useful because the armour
generally
doesn't become attractive until it has been at least
mostly
defeated by your ST.
> I think that if you are
happy with most people not
> being able
to gain any advantage for any armor until very high ST
I don't think this is
desirable. I would prefer not to force characters
into crossing a desert to get to the promised
land. All increases should
matter.
--
David
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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