Re: Sword & Scoundrel - Early Thursday Teaser Edition
Posted: 30 Jun 2017, 15:49
Er, no. He is 240lbs/110kg. Not 440lbs.thorgarth wrote:... And by the way Hathor Bjornson has around 440 lbs
Check it above.
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Er, no. He is 240lbs/110kg. Not 440lbs.thorgarth wrote:... And by the way Hathor Bjornson has around 440 lbs
Benedict, the guy is 6´9" and a namesake, truly a mountain. Do you think he weights 110 kg? Depending on where you look, his weight varie from around 185g to 200kg. I think his personal page on FB has him weighing 186kg or 409 lbs.Benedict wrote:Er, no. He is 240lbs/110kg. Not 440lbs.thorgarth wrote:... And by the way Hathor Bjornson has around 440 lbs
Check it above.
You are right. Both me and Agamemnon are wrong, he was 240lbs/110Kgs during his basketball years. As a strongman he is listed at 416lbs/189kg. Raising his BMI from 25.9 to 44.5.thorgarth wrote:Benedict, the guy is 6´9" and a namesake, truly a mountain. Do you think he weights 110 kg? Depending on where you look, his weight varie from around 185g to 200kg. I think his personal page on FB has him weighing 186kg or 409 lbs.
Where do helmets fit in? Anyway. Which means that I can be waltzing in a battlefield wearing maille (+3) brandishing a battleax (+2), a greatsword (+2) and a large shield (+2), for a total of 9 Bulk. Average person is 4-5, Professional is 6-7, correct? With this gear the average person is at -5cp/+5req, the professional at -3cp/+3req. But I'm talking about a brute with Brawn 10. No penalties and 1 more bulk to spare. Now the question.Agamemnon wrote:Insignificant: Anything that is part of normal clothing, or an fit easily in a pocket or small purse. A worn doublet or pair shoes, jewelry, a coin purse, a piece of chalk, flint and steel. It counts as 0 bulk.
Significant: Significant. Anything that has nontrivial weight or bulk to it, but can still be comfortably carried or worn. A pistol, a sword, a dagger, a buckler, a belt-pouch full of insignificant items, a small coil of rope, a sheaf of arrows, a coin purse, a wineskin, a powder horn. Each counts as 1 bulk.
Cumbersome. Anything heavy or awkward that can’t easily be ignored, but can still be worn or carried with ease. A backpack or large sack full of insignificant items, a large coil of rope, a crossbow, a cranequin or windlass, a longbow, any other firearm, a shield, any weapon with Extended reach or that must be carried in the hand. Each counts as 2 bulk.
Armor also counts against bulk, with different pieces having their own value. A gambeson is 0, where a maille hauberk is 3 Bulk.
Which means that with the above setup the Brawn 10 brute can also have at the ready a heavy crossbow (+2), a rondel (+1), and a heavy flail (+2), which all three total 5 bulk, for a mere increase of 1?Agamemnon wrote:You can also have 3 items readied at any given time (i.e. drawn in combat or otherwise quickly accessed without having to fumble through a pack.) These represent belted weapons and such. You can ready up to 3 additional weapons (total six) for +1 bulk.
Indeed this enables weaker characters to use significant armor and be effective, but then why wouldn't anyone, or better yet, everyone, be fully armored from the ground up? There should be a significant difference, an impact, on the fighting capacity due to armor worn. Your overall agility, movement, perception of the space around you, your capacity to react, etc, is significantly different wether you are using a light armor or a heavy layered armor and rigid, closed helm. Otherwise everyone would look like robocop...thirtythr33 wrote:
This method:.
- Starts the penalty low, so even Brawny people are guarantees 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
Hence the fact that I defend that certain items, be it weapons or armor, should always impose certain penalties, no matter how brawny he is. I any case you guys are forgetting something, though with this level of granularity I reckon it wouldn´t be used. A guy with 10 brawn is a giant of a man, hence his armor would also be of above average bulk. Thus a full plate armor who has an average bulk value of 12 would have around 14 or even 15 for a brute with 10 brawn.Benedict wrote: Where do helmets fit in? Anyway. Which means that I can be waltzing in a battlefield wearing maille (+3) brandishing a battleax (+2), a greatsword (+2) and a large shield (+2), for a total of 9 Bulk. Average person is 4-5, Professional is 6-7, correct? With this gear the average person is at -5cp/+5req, the professional at -3cp/+3req. But I'm talking about a brute with Brawn 10. No penalties and 1 more bulk to spare. Now the question.
Which means that with the above setup the Brawn 10 brute can also have at the ready a heavy crossbow (+2), a rondel (+1), and a heavy flail (+2), which all three total 5 bulk, for a mere increase of 1?Agamemnon wrote:You can also have 3 items readied at any given time (i.e. drawn in combat or otherwise quickly accessed without having to fumble through a pack.) These represent belted weapons and such. You can ready up to 3 additional weapons (total six) for +1 bulk.
Getting him to Bulk 10, meaning no penalties at all?
To continue this inquiry, one can ready in any order he wants?
Example: Maille armor (+3), plus 3 Significant weapons (rondel, arming sword, falchion) for a total Bulk of 6.
Then for +1 bulk load three additional Cumbersome weapons (large shield, heavy crossbow, poleax; these worth Bulk 6 - the amount he is already carrying) for a grand total of 7?
If the above are true then Brawn 7 means zero penalties on a battlefield when wearing maille and carrying 6 arms, and Brawn 9 means zero penalties on the battlefield when wearing plate and carrying 6 arms.
The way it is now there is a big problem. There is a threshold up to which you function at full capacity. Then bam! penalties accumulate really fast. Granularity has gone out of the window, making specific builds a lot more desirable than others. Sure, attributes have become a lot less dumpy, yet no one in his right mind can now neglect Brawn. Also note that -1D6 is a lot different than +1REQ.thorgarth wrote:There should be a significant difference, an impact, on the fighting capacity due to armor worn. Your overall agility, movement, perception of the space around you, your capacity to react, etc, is significantly different wether you are using a light armor or a heavy layered armor and rigid, closed helm. Otherwise everyone would look like robocop...
Likewise a guy with a Brawn of 2 is a really lean and short fellow and his armor is less bulkier by this kind of logic. Which requires different bulk ratings accounting for user size (Brawn 1 to 10), be it weapons, armor, or whatever. Not my cup of tea.thorgarth wrote:Hence the fact that I defend that certain items, be it weapons or armor, should always impose certain penalties, no matter how brawny he is. I any case you guys are forgetting something, though with this level of granularity I reckon it wouldn´t be used. A guy with 10 brawn is a giant of a man, hence his armor would also be of above average bulk. Thus a full plate armor who has an average bulk value of 12 would have around 14 or even 15 for a brute with 10 brawn.
There is a twofold problem with this suggestion.thorgarth wrote:Again, I much prefer the direct use of actually weight carried vs weight capacity of the PC (Load), with penalties modified by certain "bulkier" items.
I can understand that other players may be more comfortable with different levels of detail and granularity. Personally I prefer a bit more detail, hence the fact that the size of the character should influence the size of wearable items, specifically armor.Benedict wrote:Likewise a guy with a Brawn of 2 is a really lean and short fellow and his armor is less bulkier by this kind of logic. Which requires different bulk ratings accounting for user size (Brawn 1 to 10), be it weapons, armor, or whatever. Not my cup of tea.thorgarth wrote:Hence the fact that I defend that certain items, be it weapons or armor, should always impose certain penalties, no matter how brawny he is. I any case you guys are forgetting something, though with this level of granularity I reckon it wouldn´t be used. A guy with 10 brawn is a giant of a man, hence his armor would also be of above average bulk. Thus a full plate armor who has an average bulk value of 12 would have around 14 or even 15 for a brute with 10 brawn.
There is a twofold problem with this suggestion.thorgarth wrote:Again, I much prefer the direct use of actually weight carried vs weight capacity of the PC (Load), with penalties modified by certain "bulkier" items.All in all I prefer it when things are both granular and modular without diverting much from the core mechanic. But that's me.
- You have to monitor specific weight per item. Too much bookeeping. In extremes its not unlike DnD monty haul syndrome, where a single gold piece can tip the scales and you end up encumbered.
- Requires numerous rules exceptions per bulky item. It is a band aid, and bad at that, because it adds even more bookeeping.
Exactly. Historically the guys who were most succesful were the ones who created/adopted/refined new technologies first. In the case of warfare that means better armor and higher grade materials for arms, leading to more options for tactical innovations.EinBein wrote:Actually, all this isn't reflected in reality. Correct me if I missed something, but a historical fighter ALWAYS wore armor if he was able to afford it.
thorgarth wrote:Personally I prefer a bit more detail, hence the fact that the size of the character should influence the size of wearable items, specifically armor.
No need to apologize. Still I must point out that you have misinterperted some things.thorgarth wrote:Anyway, one of the things I´ve already hinted here is that there seems to be almost a compulsion to wear the heaviest armor possible, simply put because the system doesn´t seem to (and if I´m wrong I apologize) reflect the benefits of fighting light, with close to no weight or encumbrance.
Couldn't agree more. And an even bigger PITA to keep track of during play.EinBein wrote:Researching proper weights alone is a pain in the ass.
Several points here but starting with the last, which seems a false issue simply because either weight or bulk, whichever measuring unit is used it has to be researched, pondered and balanced in a systematic way. Actually Bulk, which is based on several factors imposes other difficulties that a straight weight factor does. And in any case I used Bulk in the example I gave above.Benedict wrote:Exactly. Historically the guys who were most succesful were the ones who created/adopted/refined new technologies first. In the case of warfare that means better armor and higher grade materials for arms, leading to more options for tactical innovations.EinBein wrote:Actually, all this isn't reflected in reality. Correct me if I missed something, but a historical fighter ALWAYS wore armor if he was able to afford it.
Homer spends almost one rhapsody explaining why Hector's superb spear throw could not possibly pierce Achilles' new shield. The Greeks repelled a vast superior army from Persia because of tactics and better armor. Alexander the Great was mainly succesful because of his mobile armored cavalry and his heavily armored yet mobile infrantry. And so on.
Apart from the historical references though, there are also some points from a rules-point-of-view we should consider. See below.
thorgarth wrote:Personally I prefer a bit more detail, hence the fact that the size of the character should influence the size of wearable items, specifically armor.
That is understandable. Still it creates inconsistencies with the core of the game as it is. Should his bigger size affect his movement range? Give him a reach advantage? I can imagine you saying "yes". However 'Bastards opted to adress such things abstractly, and the answer was "no". This abstract approach was one of the coolest points of 'Bastards, as opposed lets say to TRoS.
No need to apologize. Still I must point out that you have misinterperted some things.thorgarth wrote:Anyway, one of the things I´ve already hinted here is that there seems to be almost a compulsion to wear the heaviest armor possible, simply put because the system doesn´t seem to (and if I´m wrong I apologize) reflect the benefits of fighting light, with close to no weight or encumbrance.
If you base your observations from the 'Bastards draft, there are explicit reasons why you should or shouldn't wear full armor:
1. You need high Priority in Class to afford the best possible armor. Meaning less points for Attributes and Proficiencies.
2. Armor directly penalizes your Combat Pool (CP). CP is used for : Initiative in 1vsMany situations, position for effect, power maneuvers (AC), resolve attack/defense, resolve preempting attacks, and all the above spread into 2 consecutive phases (Tempi). Combine that with a smaller CP (see the previous point) and you end with something like this: You have 12CP (Agility 3 + Cunning 3 + Proficiency 6) and your opponent has 17CP (Agility 4 + Cunning 4 + Proficiency 9). You wear a full plate suit (-3CP) and he is wearing a long gambesson (-0CP). Making it a 9CP vs 17CP situation. Which means he can muster almost double your CP and do a lot of nasty thins to you, like Gouge or Snap, which by the way bypass armor altogether. Or smack your genitals with a warhammer, or any other armor piercing weapon.
3. Heavy armor is either worn by nobility in ceremonies, or anyone who can get it in a battlefield. Waltzing around in town will get you arrested, spending the night in a dungeon, if lucky. Otherwise you end up in the wrong end of a rope, while someone else enjoys that heavy armor.
Fighting lightly is already a thing: you use full CP.
Also consider this. A static bonus is a lot more impactful on lower CPs than higher CPs. Giving a +3 bonus for fighting lightly is a bigger boost to a CP of 5 as opposed to a CP of 17.
In 'Scoundrels, unless grossly mistaken, your CP is: Reflex + Proficiency (+Drive if applicable). Reflex is (Agility+Cunning)/2 round up. Which means smaller CPs than the ones presented in 'Bastards. Meaning a max -4CP penalty is not small at all, no matter what your total CP is.
Couldn't agree more. And an even bigger PITA to keep track of.EinBein wrote:Researching proper weights alone is a pain in the ass.
Can't say that I disagree with the above. However all of the above are irrelevant with the discussion at hand.thorgarth wrote:Now, on a 1 vs 1 or very light scale combat Armor is less important because other factors take on a larger importance. Agility and movement capability, reflexes, endurance (yes, sounds contradictory but endurance is very important at this level of combat), perception, active defenses AND offensive capacity. If your movement and perception is heavily affected because you are wearing heavy armor AND helm and using a very heavy weapon you WILL look like a turtle compared to a lighter and nimbler opponent. He will be able to circle around and get out of your limited field of vision a lot of the time, which you will try to counteract, and thus expanding more energy. And how can your opponent afford to do that in this case and not in mass combat? well, simply put, he has the "space" and opportunity to do it because he isn´t threatened by a legion of enemies which may strike him from any angle at any time. Even in Formation combat there were always several possible angles and enemies that can strike at you, and everything was always in motion.
Depending on what a kind of game one runs.thorgarth wrote:Regarding what you said about the possible benefits of using lighter armor. Well yes, you need to spend a higher priority to have access to heavier armor but that only applies at the start... After game starts one can always adquire heavy armor without such restraints, and if heavy armor was so much better, under every condition and without exception, that would happen 24/7.
With all the above in mind, I believe that claiming the example is biased is a bit extreme. As I said above, an endless string of "what-ifs".thorgarth wrote:The example you gave on point 2 it´s a bit biased. By giving the fighter wearing the gambeson higher skills/atribute you create a false sensation of the overall impact of the use of heavy armor. After all if both were identical in terms of stats the diference in the dice pool would only be -3 for the fighter wearing full plate and not near half.
That's why I support thirtythr33's proposal over the current write up. Because it penalizes more evenly all Brawn ranks, without making low-med Brawn / stellar Reflex builds less desirable.thorgarth wrote:As it stands fighting lightly isn´t "the thing" because there is no benefit in fighting lighter than your normal "bulk limit", meaning all is the same be you wearing no armor and fighting with a short sword or using a armor and heavier weapon IF it doesn´t pass your base Brawn threshold. This realities are not the same thing.
Heh. I was counting Left and Right as a single locations. You can make a pretty simple modification to treat all the locations separately, including back and hamstring. I don't know exactly how you got 26 or 34 locations though. I count 28.Agamemnon wrote: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.