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Simple Combat Rules Expand / Collapse
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Posted Monday, May 28, 2007 1:15 PM
Prodigal

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Having actually gone to a re-enactment group and attempted to use sword and shield, I have much more sympathy for Shield Use skills than I once did. You do, it appears, actually require training and appropriate muscles to hold a shield correctly and avoid people hitting it such that it crashes into you, breaking your arm.



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CUTT: Ref 07/08, previously Kallestra Lorelai Aostare of the Sapphire Tower
EOS: Study the Venin
Post #31375
Posted Tuesday, May 29, 2007 10:49 AM


and Minimeister

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ChessyPig (5/28/2007)
Having actually gone to a re-enactment group and attempted to use sword and shield, I have much more sympathy for Shield Use skills than I once did. You do, it appears, actually require training and appropriate muscles to hold a shield correctly and avoid people hitting it such that it crashes into you, breaking your arm.

Shields in an actual fight, aren't much good for blocking because they break after a while, they're more for parrying, angling blows away from you and keeping the arrows off.  That's my thoughts anyway.

In a larp-combat environment they are a _serious_ advantage and used _en masse_ are much more powerful than other comparable "fits" e.g. two handed/polearm, ambi swords etc.

The only things I've seen discourage shield walls are: muskets.  Possibly axe cleave, but I haven't seen that.


There is only overconfidence and terror.
Post #31403
Posted Tuesday, May 29, 2007 1:20 PM


Champion

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As we were trying to avoid any damage calls, and as we don't really have any firearms in this setting, we're limited in the number of ways in which we can reduce the effectiveness of sheilds

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Post #31416
Posted Tuesday, May 29, 2007 3:02 PM


and Minimeister

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Trez (5/29/2007)
As we were trying to avoid any damage calls, and as we don't really have any firearms in this setting, we're limited in the number of ways in which we can reduce the effectiveness of sheilds

*nods* Sorry, wasn't having a go, more of a general spout.  I think you've got a good balance for your game and obviously with a smaller specifically Viking themed player base you'll have less of the 6ft tall Roman Legion shields that are a bit of an arse elsewhere.  Again, do let me know how it works out for you and what you thought worked etc.


There is only overconfidence and terror.
Post #31437
Posted Thursday, May 31, 2007 2:07 PM


Champion

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Righty,

Think we've finished off all the rules, so will upload to our web-site asap

Regarding the combat side. We've stuck with the same basic principles but

1) Reduced weapon classes down to Melee, Missile (bows, xbows and thrown), Hafted (staff and polearms) and 2h Melee.

2) Armour - 7 locations (chest, back, head, arms and legs). Each loc in light armours (leathers, padded, furs)count as 1 point, medium armour (chainmail, brigandine etc) count as 2, heavy (plate) is 3. Total up all your points. For every 3 points you get 1 Floating Hit point (We've named them "Shrugs")

3) Missile weapons - Untrained shots only count as normal damage. Buy Novice level skill and get 1 through per event (might make that day), Journeyman gets 2 throughs, Expert gets 3. So we have a damage call of Through

4) Shields - Untrained lose all bonus Shrugs from weapon skills, Novice have max bonus of 1, J'man have max bonus of 2 and Experts unhindered

5) Bleeding - Lose 1 Life per minute, but staunching now stops the countdown completely

6) Medicine will heal more Life Points and remove more bandages over night depending upon Medicine level

Think thats about it

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Post #31684
Posted Monday, June 04, 2007 10:08 AM


Wag

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Read it, seems workable.

It is not however 'simple'

at all.

Post #31920
Posted Monday, June 04, 2007 11:46 AM


and Minimeister

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Flannel (6/4/2007)
Read it, seems workable.
It is not however 'simple' at all.

Hmm.  It is however, "call free" and "quick" which the original design brief called for.  What simplifications would you propose?


There is only overconfidence and terror.
Post #31936
Posted Tuesday, June 05, 2007 9:37 AM


Wag

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Well Id cut down from seven locations for a start. Thst ridiculous and more than most systems bother with.
Post #32009
Posted Tuesday, June 05, 2007 10:08 AM


Champion

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It is more complicated that I'd initally intended it to be, so will see if theres anywhere else that I can chop it back.

The 7 locations for armour only applies to calculate how many Shrugs you get. Theres no need to calculate anything in the heat of battle.

Its locational armour which gets translated into Global Hits.

Most people know how many armour points that they're wearing, and tend to wear the same thing all the time so know how many hits they've got from that. Theres only 3 Melee weapon types now, and most people will probably only be skilled in one of them

So you know how many global hits (Shrugs) you've