Re: Sword & Scoundrel - Early Thursday Teaser Edition
Posted: 29 Jun 2017, 18:23
Will be waiting anxiously for it to dive right into the midst of it in terms of mechanics and their systematic interaction.
Tabletop role-playing and miniature wargames
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Firstly, I'm not saying there shouldn't be a penalty for encumbrance. I'm saying you shouldn't throw out the direct CP penalty for wearing armor in exchange for ONLY having a penalty based on encumbrance.Agamemnon wrote:Someone who is in better physical shape is going to be able to bear a load better than someone who is less strong. The easiest way to represent that mathematically is in a penalty based on encumbrance.
So someone with Brawn 7 can swim a river and climb a tree in full plate with no penalty. Does that sound right to you? AFAIK, noone has ever swam more than 5m in full harness. You can put a band-aid on the sneak example with a sound modifier... But are you going to put another band-aid modifier on swimming too? At what point is putting separate band aid modifiers on sneaking, climbing, swimming and jumping in plate too much and you instead just put a blanket rule on plate or modify the encumbrance rules somehow? Increasing the Enc of plate isn't viable, because it should be reasonable to use for people of both high and low Brawn.Agamemnon wrote:Plate alone is 5 bulk. Add a sword and a dagger to that and you're already at 7.
This won't happen. Noone will take penalties the way this is set up. If you are assuming that most people will be taking penalties then Brawn is is the God stat for combat since lowering Enc by 1 is the same as increasing CP by 1 but it also gives you AV and DR (1 Agility would only give you 0.5CP to boot!). People will instead figure out what equipment they want to wear and then set their Brawn to whatever is required to use it without penalty. You just can't justify 1 Enc penalty for a spare dagger after you have hit your Brawn limit, let alone a cumbersome item that costs 2 dice. This steep gradient between "no penalty" and "can hardly function" is the reason people just load up on armor to their limit and drop shit that doesn't give them stats. This is the same encumbrance system every other game uses and most people prefer to just ignore its existence.Agamemnon wrote:Unless your character is specifically brawn-focused, you're taking penalties.
Actually Metal, Magica and Lore RPG system also has a decent "encumbrance" system, where it regards the effect of weight on combat, specifically on initiative (which in that system means not only who acts first but also who may act more times in a round). Personally I then added a house rule that added the effect of certain situations to the fatigue mechanic, not only the effect of weight carried but also the impact of certain armor not only in the reduction of the number of rounds before fatigue may set in but also in the modification of the fatigue roll (for instance, Great Helm applies a -3 penalty to the roll, while using heavy layered armors would mean you have to test for fatigue two rounds earlier than the default).thirtythr33 wrote:This won't happen. Noone will take penalties the way this is set up. If you are assuming that most people will be taking penalties then Brawn is is the God stat for combat since lowering Enc by 1 is the same as increasing CP by 1 but it also gives you AV and DR (1 Agility would only give you 0.5CP to boot!). People will instead figure out what equipment they want to wear and then set their Brawn to whatever is required to use it without penalty. You just can't justify 1 Enc penalty for a spare dagger after you have hit your Brawn limit, let alone a cumbersome item that costs 2 dice. This steep gradient between "no penalty" and "can hardly function" is the reason people just load up on armor to their limit and drop shit that doesn't give them stats. This is the same encumbrance system every other game uses and most people prefer to just ignore its existence.Agamemnon wrote:Unless your character is specifically brawn-focused, you're taking penalties.
The entire point of the BoB system was that you actually had to make a choice between control (CP) and defense (AV) and you can't ignore it. For it to work you have to actually penalize a strong person putting on that very first breastplate while also not making it totally non-viable for a weakling to wear full plate and a shield. This new system does neither of those and the old one did both well. Other than Torchbearer, the BoB armor CP penalty rules are probably the only encumbrances systems I have ever seen that actually add to the game and are worth putting effort in to enforce properly, as opposed to just eye-balling it (which is literally what TROS did).
Right. and going from 50% to 60% is a 20% increase in successes (.6/.5=1.2) and going from 66% to 83% is a 24% increase in successes (.83/.67=1.24). It is barely a difference. Add to that the fact that most rolls are opposed rolls, the increase is base chance at success is symmetrical, further mitigating the difference. What's more, the variance on BTN3 on a d6 is lower than that on BTN6 on d6 meaning that there are actually significantly less outlier results. As an example, 10cp vs 10cp at TN3 (out of 6) has a 3.0% chance of someone getting MOS5 or more. 10cp vs 10cp at TN6 (out of 10) has a 4.1%.thorgarth wrote:And it´s not just a matter of the TN 9 and 10 issue, which would be a bit redundant due to overkill, but of overall %. A BTN of 6 in d10 is quite different from a BTN of 3 in d6, not only in itself but especially considering the application of an advantage or disadvantage. Using the d10 system going from BTN6 to BTN 5 (via -1 advantage) would mean that you would go from a 50% chance to a 60% chance of success, whereas using a d6 with a BTN3 means not only having a base 66.66% chance of success/dice BUT going from BTN 3 to BTN 2 (via advantage) would mean having a 83.33% chance of success/dice.
If I'm not mistaken, you are referring to a set of jousting armor. It's encumbrance is decidedly not important since the wearer has to do nothing other than sit on their horse. Almost any armor actually meant for use on foot weights less than half that, in the 15-25kg range during the late middle ages. Joan of Arc, a 17 year old girl, found it beneficial to wear full plate armor. If you were a weakling, would you rather go onto a battlefield in a suit of plate, or without? It should be obvious that picking up armor should be advantageous to your survival regardless of strength, excluding the absurd extremes of someone who already needs a walker to move around.thorgarth wrote:In any case it shouldn't be very viable for a weakling to go full plate, using a shield and wield a weapon, say an arming sword and expect to be successful vs a lighter and/or stronger opponent. One should weight (pun intended) their options and choose wisely. Don't expect to wear a full "siege plate", weighting 53kg (example from the Tower of London), and be able to function if you weight 60kg, with not a muscle to your name...
It occurs to me you could set it up like this:Agamemnon wrote:Total your bulk. If it's higher than your Brawn, the difference becomes Encumbrance. This is both an increased req on physical tasks and a CP penalty in combat.
This is why I liked the idea of adding CP penalty to weapons. You could add 1CP penalty to bows and None to Crossbows to represent the relative ease of learning and using a crossbow compared to a bow.EinBein wrote:For example clubs and axes didn't require much finesse, so they deducted 4 from the total encumberance, while fencing weapons required freedom of movement and thus only deducted 1 from the total encumberance.
Totally agree with thirtythr33 on that one.thirtythr33 wrote:It occurs to me you could set it up like this:
Approximately scale up the Bulk of everything by 2.5x and adjust (ie approx Bulk of Sword is ~2, Hauberk is ~7 and Full Plate is ~12.)
Individual items now have Bulk 0 (all the insignificant stuff) to Bulk 5 (Tower shield)
You take Enc for each MULTIPLE of your Bulk over your Brawn
Change Enc to give -1CP and -1 dice to skills instead of +1Req
(It's coincidental but these bulk values also lines up pretty close with the kg weight of those items. 1h swords are 1-5-2kg, Hauberk is 5-9kg and full plate is 15-25kg.)
Eg, So for average guy of Brawn 4
0-3 Bulk you have no penalty.
4-7 gives -1
8-11 gives -2
12-15 gives -3
16-19 gives -4
Full plate (12) + Longsword (2) + Dagger (1) = 15 Bulk = -3 Penalty (Same as your example)
You would write the threshold values on your character sheet and just compare the Bulk of your equipment. For Brawn 8 it would look like:
Light (-1): 8
Medium (-2): 16
Heavy (-3): 24
Extreme (-4): 32
This guy with the same 15 Bulk is at -1 Penalty, which seems more reasonable.
This method:
Starts the penalty low, so even Brawny people are guaranteed to get a penalty in plate armor
Such a low threshold also makes it clear you really don't get to conveniently forget about it
Keeps the increase shallow enough that a weaker character can still wear significant armor and be effective
Scales with every point of Brawn, no dead levels
Actually less math involved than in Enc minus Brawn method, once you have your threshold table filled
1. If they are climbing a tree and we have assumed there is a reason to actually test them climbing a tree, then the context is key. If it's THE WORLD'S LARGEST TREE, it's going to be a Grit test. If they need to climb up the tree before the worgs eat them, it's Speed. If it's just a tricky climb, it's Agility. The only time it would ever be Brawn is if the question was literally "can you carry this heavy thing into the tree?"thirtyth33 wrote:Firstly, I'm not saying there shouldn't be a penalty for encumbrance. I'm saying you shouldn't throw out the direct CP penalty for wearing armor in exchange for ONLY having a penalty based on encumbrance.
The encumbering nature of armor comes from decreased flexibility and shifting center of mass just as much as it comes from raw weight. That can significantly decrease performance on the very first piece of armor, regardless of weight.
You are effectively double counting Brawn in skills and armor. We will consider Alice with Brawn 5 and her friend Bob with Brawn 4. They are wearing identical equipment of Enc 5 and are trying to climb the same Req3 tree (A Brawn test).
Alice has no Enc penalty and rolls 5 dice at Req3.
Bob has -1 Enc penalty and rolls 4 dice at Req4.
The fact that Alice is supposed to perform better at this tasks is already accounted for with her getting to roll an extra dice. Her higher Brawn shouldn't be BOTH getting her more dice AND reducing the number of modifiers. That means that situation modifiers (like Enc) shouldn't be dependent on Attributes.
Similarly Brawn will increase your natural AV as well as increasing the amount of armor you can equip, double counting the difference between strong and weak characters. The gulf between Brawn 5 (wearing AV3 Maille Blk3 and sword and helmet) versus Brawn 7 (wearing AV6 Plate Blk5 and sword and helmet) will be an astonishing 4 armor on each location (or 5 if you include the DR difference too).
If you're going to make the argument that 5m is the cap on swimming with a full harness regardless of strength, isn't a "band-aid" exactly what you need? There is no tweak to CP or encumbernece or dice that is going to impose a hard-cap of 5m on swimming without someone outside of the rules going "no, you really can't swim in full-plate to any effectiveness."thirtyth33 wrote:So someone with Brawn 7 can swim a river and climb a tree in full plate with no penalty. Does that sound right to you? AFAIK, noone has ever swam more than 5m in full harness. You can put a band-aid on the sneak example with a sound modifier... But are you going to put another band-aid modifier on swimming too?
This all sounds like a feature, more than a bug given thatthirtythr33 wrote:Right. and going from 50% to 60% is a 20% increase in successes (.6/.5=1.2) and going from 66% to 83% is a 24% increase in successes (.83/.67=1.24). It is barely a difference. Add to that the fact that most rolls are opposed rolls, the increase is base chance at success is symmetrical, further mitigating the difference. What's more, the variance on BTN3 on a d6 is lower than that on BTN6 on d6 meaning that there are actually significantly less outlier results. As an example, 10cp vs 10cp at TN3 (out of 6) has a 3.0% chance of someone getting MOS5 or more. 10cp vs 10cp at TN6 (out of 10) has a 4.1%.thorgarth wrote:And it´s not just a matter of the TN 9 and 10 issue, which would be a bit redundant due to overkill, but of overall %. A BTN of 6 in d10 is quite different from a BTN of 3 in d6, not only in itself but especially considering the application of an advantage or disadvantage. Using the d10 system going from BTN6 to BTN 5 (via -1 advantage) would mean that you would go from a 50% chance to a 60% chance of success, whereas using a d6 with a BTN3 means not only having a base 66.66% chance of success/dice BUT going from BTN 3 to BTN 2 (via advantage) would mean having a 83.33% chance of success/dice.
It's always beneficial to wear armor from the perspective of not getting killed, especially if your job is to sit on a horse and direct the fight or be a figurehead. The important question here is did Joan of Arc actually fight? And if she fought, did she fight on foot or on horseback?thirtythr33 wrote:If I'm not mistaken, you are referring to a set of jousting armor. It's encumbrance is decidedly not important since the wearer has to do nothing other than sit on their horse. Almost any armor actually meant for use on foot weights less than half that, in the 15-25kg range during the late middle ages. Joan of Arc, a 17 year old girl, found it beneficial to wear full plate armor. If you were a weakling, would you rather go onto a battlefield in a suit of plate, or without? It should be obvious that picking up armor should be advantageous to your survival regardless of strength, excluding the absurd extremes of someone who already needs a walker to move around.thorgarth wrote:In any case it shouldn't be very viable for a weakling to go full plate, using a shield and wield a weapon, say an arming sword and expect to be successful vs a lighter and/or stronger opponent. One should weight (pun intended) their options and choose wisely. Don't expect to wear a full "siege plate", weighting 53kg (example from the Tower of London), and be able to function if you weight 60kg, with not a muscle to your name...
More granular, but does it become too fiddly to use? current bulk descriptors are easy and intuitive. If I have to stop and look up the bulk for each item individually, I'm significantly less likely to bother to look any of that up.thirtythr33 wrote:It occurs to me you could set it up like this:Agamemnon wrote:Total your bulk. If it's higher than your Brawn, the difference becomes Encumbrance. This is both an increased req on physical tasks and a CP penalty in combat.(It's coincidental but these bulk values also lines up pretty close with the kg weight of those items. 1h swords are 1-5-2kg, Hauberk is 5-9kg and full plate is 15-25kg.)
- Approximately scale up the Bulk of everything by 2.5x and adjust (ie approx Bulk of Sword is ~2, Hauberk is ~7 and Full Plate is ~12.)
- Individual items now have Bulk 0 (all the insignificant stuff) to Bulk 5 (Tower shield)
- You take Enc for each MULTIPLE of your Bulk over your Brawn
- Change Enc to give -1CP and -1 dice to skills instead of +1Req
Eg, So for average guy of Brawn 4
0-3 Bulk you have no penalty.
4-7 gives -1
8-11 gives -2
12-15 gives -3
16-19 gives -4
Full plate (12) + Longsword (2) + Dagger (1) = 15 Bulk = -3 Penalty (Same as your example)
You would write the threshold values on your character sheet and just compare the Bulk of your equipment. For Brawn 8 it would look like:
Light (-1): 8
Medium (-2): 16
Heavy (-3): 24
Extreme (-4): 32
This guy with the same 15 Bulk is at -1 Penalty, which seems more reasonable.
This method:
- Starts the penalty low, so even Brawny people are guaranteed to get a penalty in plate armor
- Such a low threshold also makes it clear you really don't get to conveniently forget about it
- Keeps the increase shallow enough that a weaker character can still wear significant armor and be effective
- Scales with every point of Brawn, no dead levels
- Actually less math involved than in Enc minus Brawn method, once you have your threshold table filled
No, but I would find it a better alternative. Joan of Arc and your middle-aged accountant probably have CP of like 6 compared to The Mountains 16. An "equal" 2CP reduction to each is 33% of Joan's effectiveness and 12% of The Mountains. The alternative is that Joan get -3CP and loses half her pool compared to the Mountain with no penalties at all.Agamemnon wrote:Then the secondary question is are you of the opinion that a 17 year old girl would move around in plate as easily as The Mountain that Rides?
What about:Agamemnon wrote:More granular, but does it become too fiddly to use? current bulk descriptors are easy and intuitive. If I have to stop and look up the bulk for each item individually, I'm significantly less likely to bother to look any of that up.
That´s one way to look at it, but on the other hand if one were to compare BTN 6 in d10 with BTN 3 in d6 it would mean that the base diference at default level was already at .67/.5= 1,34 , if you compare .83/.6= 1.38. And yes, the variance in BTN3 in d6 is lower, which is exactly my point. Simply put less granularity, reduce detail.thirtythr33 wrote:Right. and going from 50% to 60% is a 20% increase in successes (.6/.5=1.2) and going from 66% to 83% is a 24% increase in successes (.83/.67=1.24). It is barely a difference. Add to that the fact that most rolls are opposed rolls, the increase is base chance at success is symmetrical, further mitigating the difference. What's more, the variance on BTN3 on a d6 is lower than that on BTN6 on d6 meaning that there are actually significantly less outlier results. As an example, 10cp vs 10cp at TN3 (out of 6) has a 3.0% chance of someone getting MOS5 or more. 10cp vs 10cp at TN6 (out of 10) has a 4.1%.thorgarth wrote:And it´s not just a matter of the TN 9 and 10 issue, which would be a bit redundant due to overkill, but of overall %. A BTN of 6 in d10 is quite different from a BTN of 3 in d6, not only in itself but especially considering the application of an advantage or disadvantage. Using the d10 system going from BTN6 to BTN 5 (via -1 advantage) would mean that you would go from a 50% chance to a 60% chance of success, whereas using a d6 with a BTN3 means not only having a base 66.66% chance of success/dice BUT going from BTN 3 to BTN 2 (via advantage) would mean having a 83.33% chance of success/dice.
Ifthorgarth wrote:In any case it shouldn't be very viable for a weakling to go full plate, using a shield and wield a weapon, say an arming sword and expect to be successful vs a lighter and/or stronger opponent. One should weight (pun intended) their options and choose wisely. Don't expect to wear a full "siege plate", weighting 53kg (example from the Tower of London), and be able to function if you weight 60kg, with not a muscle to your name...
I'm not mistaken, you are referring to a set of jousting armor. It's encumbrance is decidedly not important since the wearer has to do nothing other than sit on their horse. Almost any armor actually meant for use on foot weights less than half that, in the 15-25kg range during the late middle ages. Joan of Arc, a 17 year old girl, found it beneficial to wear full plate armor. If you were a weakling, would you rather go onto a battlefield in a suit of plate, or without? It should be obvious that picking up armor should be advantageous to your survival regardless of strength, excluding the absurd extremes of someone who already needs a walker to move around.
First of all, the last writeup of the game had a -3CP penalty for plate. Even with the rules as previously written, Joan of Arc would be losing half her pool and The Mountain would be losing 18%. The only way for there to be an "even" amount of penalty is if we made the armor penalty a percentile of total pool and that seems like entirely too much fiddling.thirtythr33 wrote:No, but I would find it a better alternative. Joan of Arc and your middle-aged accountant probably have CP of like 6 compared to The Mountains 16. An "equal" 2CP reduction to each is 33% of Joan's effectiveness and 12% of The Mountains. The alternative is that Joan get -3CP and loses half her pool compared to the Mountain with no penalties at all.Agamemnon wrote:Then the secondary question is are you of the opinion that a 17 year old girl would move around in plate as easily as The Mountain that Rides?
But there are 26 locations -- and at least 34 if we assume that you now need to track the backs of the legs and the spine as separate armor locations as you've suggested.thirtythr33 wrote:What about:Agamemnon wrote:More granular, but does it become too fiddly to use? current bulk descriptors are easy and intuitive. If I have to stop and look up the bulk for each item individually, I'm significantly less likely to bother to look any of that up.
Plate: 1 Bulk per 2 hit location covered, rounded up. (3 for breastplate to 8 for full suit)
Maille: 1 Bulk per 3 hit locations, rounded up. (2 for Byrnie to 5 for Hauberk)
Weapons: 1 Bulk per length. (0 for hand to 5 for extended)
Shields: 1 Bulk per area it covers, including arm (1 for buckler to 5 for Scutum)
Full backpack: 5 Bulk
Means you can calculate your Bulk for any weapon and armor combination without having to open the book at all. Plus it lets you easily stat custom armor combinations.
By thirtythr33's suggestion, with the assumption that Joan is B4 and the Mountain is B10, and bulk is 15 (full plate 12, sword 2, dagger 1), Joan would be at -3 dice and 1 more bulk will get her to -4, while the Mountain would be at -1 with 4 more bulk to spare before getting to -2. Not what I'd call "move around in plate as easily".Agamemnon wrote:are you of the opinion that a 17 year old girl would move around in plate as easily as The Mountain that Rides?
Not at all. Especially if she has a CP of 6 while the Mountain has 16. With the above numbers she has 3CP and he has 15CP. With 5 times her CP he IS noticeably better, isn't he?Agamemnon wrote:It sounds like you're now arguing that the armor penalty system should somehow compensate for the fact that The Mountain invested a huge amount into Attributes AND a huge amount into proficiencies compared to Joan of Arc, and that his huge investment in physical strength and training shouldn't make him noticably better at fighting in plate than an untrained farm girl?
Ah yes. That. To be honest, I believe that mr. Bjornson's achievements are greatly enhanced by his involvement in GoT as The Mountain.Agamemnon wrote:Hafthor Bjornson is 240lbs. The same harness (or even slightly heavier) is a quarter of his bodyweight, and we'll for the sake of argument pretend that he's just a very strong man instead of a literal world record holder.
My concern stands: because 1 REQ = 2 Dice. Now if you killed the "Req" part and made it "reduce all your physical pools by Encumbrance" I'd be cool with it.Agamemnon wrote:Total your bulk. If it's higher than your Brawn, the difference becomes Encumbrance. This is both an increased req on physical tasks and a CP penalty in combat.
Depends on how it is implement.Agamemnon wrote:More granular, but does it become too fiddly to use? current bulk descriptors are easy and intuitive. If I have to stop and look up the bulk for each item individually, I'm significantly less likely to bother to look any of that up.