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Ablative vs Subtractive Armour Expand / Collapse
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Posted Sunday, August 13, 2006 8:58 PM
Champion

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I hate over complicated combat systems, and always favour low hit basic systems.  Purely because when I'm in a fight I prefer to stick to thinking about landing the next blow rather than subtracting 2 and multiplying by 3.

Simon Marks' statement about the PV & AV system is a good one.  Its not too complex to think, is that number higher or lower than my AV, if its higher take the effect of the wound described.  Does lend itself more to sci-fi than fantasy though IMHO.

I personally believe that different armour systems are required for different styles of game.  Sometimes ablative is better, sometimes subtractive....really depends on the game style and overall setting.

I love the Bladelands armour system.  1/2/3 points of armour hits per loc depending on if its light/medium/heavy.  ALL armour hits AUTOMATICALLY return after the encounter.  Hits you take over the armour hits show the wear & tear of battle.

Each player has a 'Spirit Strength' rating (i.e. the number of minutes for them to bleed to death).  After being injured and healed in a combat that number goes down by 1 for the rest of the day, meaning you bleed to death quicker due to fatigue.  Its a nice system giving a huge advantage to those willing to wear proper heavy armour over those that get away with the easy to wear loose fitting leather (as it should do).

----

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Post #10399
Posted Tuesday, August 15, 2006 7:44 AM
Heroic Knight

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The trouble with "reset after the encounter" as opposed to "reset after each body hit" armour systems is the fluid nature of an "encounter" - say you're facing a sequence of encounters, each consisting of a group of five gribblies followed by a very brief walk.  Why is your armour more effective than it is in the big defender encounter where you are hit by constant waves of gribblies?  Do you have the ref shout "reset armour" every so often in especially long combat encounters?


You're entitled to your opinion as long as you realise it's wrong.

Post #10540
Posted Thursday, August 24, 2006 1:52 PM
Knight

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I'm currently looking at a half and half system. If the armour stops up to doubles, it will always stop doubles, until it takes a triple or a quad. At which point its effective protection goes down one for all subsequent hits, so it will always stop all singles until it takes a double or better at which point it's trashed.

Layering is also allowed providing it is phys-reped. Each layer takes damage independently - so a triple hitting a layer of single then double protection would trash the single protection armour, but stop a singles worth of damage, the double protection would then soak up the damage and be undamaged until the next triple or better came in.

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Post #11554
Posted Friday, August 25, 2006 10:13 AM
Heroic Knight

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The effectiveness of that system would very much depend on the relative frequencies of high armour ratings and high damage calls.  If it's skewed in favour of armour, you've got the 10000 peasants effect.  If it's skewed in favour of the damage, you've got a slightly more complex ablative armour.  You might also generate some strange epiphenomena in tactics, a lightly armoured person doing a bunch of damage with a long weapon behind a couple of heavily armoured people with shields and light weapons - polearm strikes a couple of times per opponent to soften the armour then moves on whilst the swordsmen pagga the now unarmoured foe.  Definitely an idea that needs serious playtesting.


You're entitled to your opinion as long as you realise it's wrong.

Post #11619
Posted Friday, August 25, 2006 12:25 PM
Knight

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Marcus (8/25/2006)
Definitely an idea that needs serious playtesting.

Certianly. Especially as it goes along with a nasty firearms system and injury and death rules that are on the deadly side. Anyway, I'm getting off topic

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Post #11636
Posted Thursday, September 28, 2006 1:38 PM


Heroic Knight

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Firstly, any LRP system is going to be unrealistic when it comes to armour. You can't viably sit on someone in platemail until they drown in the mud. Nor can you really take into account the random effect of the number of chain links that have caught in your flesh where your armour has torn. We have mechanics that roughly follow the principle that "armour protects you" while still trying to have, on the whole, a system where people are not totally immune to all damage.

I'm not a fan of subtractive systems where the damage is reduced proportionally by armour, mainly because it follows that there are differing damage grades or multiple hit rules, which for me break immersion.

I favour the simple ablative rules because they are simple and easy to remember during a fight. No they are not especially realistic in the way that armour "suddenly breaks", but on the other hand, on the whole they do manage to make people in heavier armour that bit tougher and so on...

I'm also quite happy that people in really heavy armour like full plate be given a limited immunity to the bulk of weapon blows when they strike the armour. However, I prefer this in a system which permits enough grappling for two or three opponents to be able to disarm someone in full plate, and either stab them in the gaps of their armour or remove it then kill their opponent.

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Post #15257
Posted Sunday, October 01, 2006 4:17 PM
Heroic Knight

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hmm issue for me is based around two statements:

  • I don't like ablative armour and would far rather have subtractive armour
  • I absolutely HATE damage calls in LRP

Trouble is I don't see how you can have subtractive armour unless people do multiple levels of damage with different weapons, and hence have damage calls. So I live with ablative armour.

I don't mind the "ignore X hits then take the next one" based on the type of armour - I can see it being prone to annoying people who don't accurately track how many times they've hit their opponent. Unless you have global armour rather than locational, which might work. Makes it a bit unrealistic tho for people who wear platemail but no helmet and get hit a lot on the head.

Post #15411
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