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Apprentice
      
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| I can see your point there, generally this has'nt been an issue for us due to those that dont wear armour do so due to being very fast and nible fighters were as those like me just walk forward hitting things that get in there way (not to say unfit mind, my chain is heavy even by normal standards as I made it, you would'nt want to try and wear it all day without some fitness to you). But this is us and armour is in great supply so those that dont wear it have a fighting style to go, were as if I allow it to anybody it could be different. What I'm basing this armour idea on is the wolfpacks old events were due to those that came down could wear whatever armour they wanted (with refs saying how many extra hit points it gave of course) and generally it balanced out rather well. So a slight revision could be no armour for hit points sake (if you want to wear it anyways be my guest) but allow it within the team fight but distribute the teams evenly therefor making it fair and not that different to a normal event with those with/without armour.
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Wag
      
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[wolfpack] Dave (2/8/2010) But this is us and armour is in great supply so those that dont wear it have a fighting style to go, were as if I allow it to anybody it could be different.
It's not so much of a problem if you have so much you can bring it along and offer it to all comers - but still, tournaments are about fighting prowess not armour wearing prowess.
[wolfpack] Dave (2/8/2010) What I'm basing this armour idea on is the wolfpacks old events were due to those that came down could wear whatever armour they wanted (with refs saying how many extra hit points it gave of course) and generally it balanced out rather well.
But that's one character over an entire event - if it's a linear adventure event I'm assuming there'll be a considerable amount of walking/running/climbing hills. I remember wearing chain that increased my weight by about 20% - I didn't really notice it for the first few hours (except trying to come to a stop when running straight down hills) - but by the end of the 5-6 hour event I really started to pay for it.
[wolfpack] Dave (2/8/2010) So a slight revision could be no armour for hit points sake (if you want to wear it anyways be my guest) but allow it within the team fight but distribute the teams evenly therefor making it fair and not that different to a normal event with those with/without armour.
I'm not quite clear - do you mean no hit point effect from armour or do you mean some hit point effect but make sure that equal amounts of armour is on both sides?
There's no reason you can't do that for occasional games - there's no reason you can't say "the man on each side who is wearing The Hat has double hits" - but I wouldn't advise doing that as a general rule because it's not particularly strategically interesting (people should avoid those with double hits in preference to those without and people with double hits should use them to take down dangerous opponents by barreling in and taking a hit to secure landing a hit - not really 'tournament fighting' combat).
Marios
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Apprentice
      
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| The idea for the team fight allowing extra hits for those with armour is most our team fights have certain people with certain abillities to make the fighters think more about what there doing. So the idea being do we say attack teh unarmoured opponents first and just hold up the armoured then gang up on them or rush the armoured then deal with the rest. We have found this makes for great training and has been part of our regime for years now (it really helps people to work as a team and not a group of individiul fighters). Generally we found it makes it more fun even if its not a training match and even for those that ar'nt part of our group. But again there are many different people within LRP with many different tastes so what floats my boat wont be true for someone else, hence why this feedback is being noted and taken into consideration. By the way those that ar'nt interested in this due to a lack of roleplay but would like combat heavy, the boys who run fatesdawn and fairytales have a new event (made for us actually due to us being a bit blood thirsty) that they can come on down to. Its always amusing being described as the heros with a ? next to it (you have what we want, no you wont give it to us, ok kill the peasant).
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Wag
      
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[wolfpack] Dave (2/9/2010) The idea for the team fight allowing extra hits for those with armour is most our team fights have certain people with certain abillities to make the fighters think more about what there doing. So the idea being do we say attack teh unarmoured opponents first and just hold up the armoured then gang up on them or rush the armoured then deal with the rest.
Bit of a no-brainer? Insofar as you have a choice over who to focus on, your hits will always count more on unarmoured people. 'Everyone rush that guy' is still a valid tactic - but it's no more valid on an armoured opponent than an unarmoured opponent (if you're rushing to put a couple of people down quickly then logically you'd still be better off targeting the unarmoured first).
I'm certainly not saying you *shouldn't* create games where some people on each side have some abilities which justify a certain amount of tactical consideration, I just don't think armour is a good way to do this (if everyone has the same damage call then you always want to hit the people with the least hits first, if you have equal opportunity).
[wolfpack] Dave (2/9/2010) We have found this makes for great training and has been part of our regime for years now (it really helps people to work as a team and not a group of individiul fighters). Generally we found it makes it more fun even if its not a training match and even for those that ar'nt part of our group. But again there are many different people within LRP with many different tastes so what floats my boat wont be true for someone else, hence why this feedback is being noted and taken into consideration.
If it works, it works, but I'd suggest playing around with some other games and making ability markers something you can change easily from one game to the next without the time it takes someone to get out of a suit of mail.
To recap - I'm not criticising training in armour or having team games where some characters have some abilities (i.e. 5 v 5, 2 shields and 1 one pole-arm each side) - just the idea of copying normal adventure rules for "Jim has a Armour Physrep A, therefore he gets X extra hit points". That's the sort of thing I'd think would leave people confused as to what sort of event you were intending to run.
Marios
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Apprentice
      
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| Dont worry, we already use other things as well as chainmail to add to a game. Unfortunatly I'm not the best at explaining things via typing, but I'm sure some of the fatesdawn/fairytales team who have had the chance to partake in some of our games would explain better than I.
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