Questions: Armor Rules
Posted: 06 Sep 2017, 07:31
I'd like to know the reasoning behind the rules for armor, especially rigid armor in Sword and Scoundrel / Band of Bastards. They seem pretty strange to me.
I've quoted the relevant rules, as well as some example armor and weapons below.
So, if I'm understanding this correctly, if I slice someone who is wearing a maille coif on the head with a greatsword, all of the slicing damage is converted directly to bashing damage? Whereas if I hit someone wearing a padded coif, it just counts as slicing damage of the same amount? I get that a greatsword can cause some serious blunt force trauma, but is its damage not primarily due to the fact that it is cutting? Should it really be doing the same amount of blunt damage as it would have done cutting damage? Does the damage table make up for this? I.e., is a slice-wound more serious than a similar level bash-wound?
Further, what is with the rigid armor rules, and then the crushing quality? I get the reason for the rule for, like, metal-rigid things, where e.g. the slashing damage is first converted to bashing, and then calculated. So if I smack you really hard on your plate helm with my greatsword, it's not going to dent your skull, but it is going to knock your head around inside, dealing damage in this indirect fashion. Even more so with a full plate. I might knock you over, but I won't necessarily crush your ribs.
It seems that any bashing weapon worth its salt in the table has the crushing quality anyway, but if I bash you really hard with something that doesn't have this quality, like say I bash you with a quarterstaff on your boiled leather cap, then the damage gets capped? Like, my quarterstaff is incapable of smashing through your cap? I don't know much about boiled leather, but since it is "akin to hard plastic sporting pads" I guess I can understand it being impossible without using a "crushing" weapon?
Furthermore, the rules say that any time a character manages to suffer a level 4 or 5 wound through their armor, it’s assumed that that location on their armor has been damaged. Does the cap get calculated before this rule apply? Does it actually mean it is impossible to damage e.g. metal plate with a quarterstaff or greatsword? This is an entirely believable proposition, to be honest. It also implies it is impossible to damage boiled leather similarly. But the rules as-written don't make it terribly clear.
Anyways, I think I kind of understand the reasoning... but I feel like the rules could somehow be simplified or better explained and still achieve the desired effect. Though I am not entirely sure how one would do this. What are your thoughts?
Select Armor Rules
(the numbers represent the AVs)
I've quoted the relevant rules, as well as some example armor and weapons below.
So, if I'm understanding this correctly, if I slice someone who is wearing a maille coif on the head with a greatsword, all of the slicing damage is converted directly to bashing damage? Whereas if I hit someone wearing a padded coif, it just counts as slicing damage of the same amount? I get that a greatsword can cause some serious blunt force trauma, but is its damage not primarily due to the fact that it is cutting? Should it really be doing the same amount of blunt damage as it would have done cutting damage? Does the damage table make up for this? I.e., is a slice-wound more serious than a similar level bash-wound?
Further, what is with the rigid armor rules, and then the crushing quality? I get the reason for the rule for, like, metal-rigid things, where e.g. the slashing damage is first converted to bashing, and then calculated. So if I smack you really hard on your plate helm with my greatsword, it's not going to dent your skull, but it is going to knock your head around inside, dealing damage in this indirect fashion. Even more so with a full plate. I might knock you over, but I won't necessarily crush your ribs.
It seems that any bashing weapon worth its salt in the table has the crushing quality anyway, but if I bash you really hard with something that doesn't have this quality, like say I bash you with a quarterstaff on your boiled leather cap, then the damage gets capped? Like, my quarterstaff is incapable of smashing through your cap? I don't know much about boiled leather, but since it is "akin to hard plastic sporting pads" I guess I can understand it being impossible without using a "crushing" weapon?
Furthermore, the rules say that any time a character manages to suffer a level 4 or 5 wound through their armor, it’s assumed that that location on their armor has been damaged. Does the cap get calculated before this rule apply? Does it actually mean it is impossible to damage e.g. metal plate with a quarterstaff or greatsword? This is an entirely believable proposition, to be honest. It also implies it is impossible to damage boiled leather similarly. But the rules as-written don't make it terribly clear.
Anyways, I think I kind of understand the reasoning... but I feel like the rules could somehow be simplified or better explained and still achieve the desired effect. Though I am not entirely sure how one would do this. What are your thoughts?
Select Armor Rules
Any time the character is struck, they may subtract the total of their AV and Brawn tap value from any damage taken. Any damage left over becomes the character’s wound level.
Metal (M) armors convert all cutting and piercing damage to the blunt type. If your character is stabbed in a location covered by metal armor the piercing damage changes its type to blunt before you work out the final wound level.
Rigid (R) armors place a cap on all blunt damage at level 3 if you are struck in a location covered by rigid armor and the final damage would be a level 4 or 5 blunt wound, reduce it to a level 3 blunt wound.
Any time a character manages to suffer a level 4 or 5 wound through their armor, it’s assumed that that location on their armor has been damaged.
Example ArmorsFor any rigid metal armor, the location is deformed around the wound and once removed that part of the armor can no longer be worn.
(the numbers represent the AVs)
Padded Coif 2
Boiled Leather Cap 2R
Maille Coif 3M
Weapon PropertiesMunitions Plate Open Helm 4MR
Crushing: Weapon ignores the rigid quality when striking armor.
Example WeaponsPlate Piercing: Weapon ignores the metal quality when delivering piercing damage to plate or maille armor.
Rondel -1c/0p Close r2 Grappling, Maille Piercing
Greatsword 2c/2p ext r5 2h
Flail 1b/- Medium r2 1.5h Crushing, Flexible
Warhammer 1b, 0p/1b Medium r4 1.5h, Crushing, Hook, Maille Piercing (Thrust), Plate Piercing (Swing)
Halberd 3c, 1p/3p ext r4 2h, Hook, Plate Piercing (Swing)
Quarter Staff 1b/1b long r1 2h