Thomas Thomas
01-04-2004, 02:54 PM
Hi, this may just be my own incompetence but I was unable to find the modifiers for ranged weapons based on poor quality, or superior quality arms. Prices were given in the human equipment list and stats were given for run of the mill missile weapons in the weapons appendix but nothing on the quality modifiers.
On a completely different topic, the run of the mill armor I've noticed falls apart very quickly, as well it should. However the more you don the faster it falls apart, it seems like ideally one would want just enough armor to get that one success but little enough that ones are uncommon.
(Discounting called shots of course) For instance say a character is wearing a lot of armor (seven dice worth of chain). Then about 2/3rds of the time he gets hit something breaks. While with say four dice of chain he is still very likely to get a success and almost half as likely to break something. Of course this doesn't take into account high VA values of called shots but it seems like there should be a way of determining whether armor breaks independent of the amount that is worn.
Maybe give each armor type a durability rating (1-6) read difficulty number. Add the VA of the attacking weapon to the durability rating. Run of the mill quality rolls two dice. A success means the armor held, failure and it breaks. Poor quality armor only rolls one die while superior rolls three. This would mean that great maces and the like will really chew through your armor while lighter weapons like knives and daggers mostly just bang against it.
Just a thought, I haven't given it enough thought to see how well it would work but I think it has some potential. What do you think?
On a completely different topic, the run of the mill armor I've noticed falls apart very quickly, as well it should. However the more you don the faster it falls apart, it seems like ideally one would want just enough armor to get that one success but little enough that ones are uncommon.
(Discounting called shots of course) For instance say a character is wearing a lot of armor (seven dice worth of chain). Then about 2/3rds of the time he gets hit something breaks. While with say four dice of chain he is still very likely to get a success and almost half as likely to break something. Of course this doesn't take into account high VA values of called shots but it seems like there should be a way of determining whether armor breaks independent of the amount that is worn.
Maybe give each armor type a durability rating (1-6) read difficulty number. Add the VA of the attacking weapon to the durability rating. Run of the mill quality rolls two dice. A success means the armor held, failure and it breaks. Poor quality armor only rolls one die while superior rolls three. This would mean that great maces and the like will really chew through your armor while lighter weapons like knives and daggers mostly just bang against it.
Just a thought, I haven't given it enough thought to see how well it would work but I think it has some potential. What do you think?