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Community
General Tabletop Discussion
*TTRPGs General
Are there any fantasy/medieval RPGs that take into account the effectiveness of different weapons against different armors?
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<blockquote data-quote="Celebrim" data-source="post: 7566985" data-attributes="member: 4937"><p>1e AD&D?</p><p></p><p>The one thing I really miss from 1e AD&D is it had at least a nod toward certain weapons were more effective against lightly armored opponents and others were more specialized in attacking heavily armored opponents. A mace was far worse than a sword against an unarmored foe, but was on at least equal footing if not superior versus a foe in heavy armor. It wasn't unusual in my game at lower levels for a player to switch from his magic sword to a footman's pick versus certain foes, and there was just a far larger range of viable weapons to use once you factored weapon vs. AC into the equation. </p><p></p><p>It wasn't fully realistic (because D&D duh) and I had quibbles with some of the adjustments, but it was cool and I miss it. Unfortunately, the problem you run into when you start wanting this sort of realistic grittiness is that your system gets more and more burdened by calculation costs and overhead. In 1e AD&D it wasn't so bad, as you could create these little tables for each individual PC's weapon, and consult those in play rather than the standard 'fighter' or 'thief' to hit table. It didn't take that much time to set up, and once you did it actually sped play because all the numbers were accounted for. There was an issue of having to redo the AC of every creature in the monster manual, but that wasn't that big of a deal once you set out to do it (and you really only needed monsters as you used them). But still, if you take that complexity and move it into an already complex system like 3e D&D, you end up with a mess.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7566985, member: 4937"] 1e AD&D? The one thing I really miss from 1e AD&D is it had at least a nod toward certain weapons were more effective against lightly armored opponents and others were more specialized in attacking heavily armored opponents. A mace was far worse than a sword against an unarmored foe, but was on at least equal footing if not superior versus a foe in heavy armor. It wasn't unusual in my game at lower levels for a player to switch from his magic sword to a footman's pick versus certain foes, and there was just a far larger range of viable weapons to use once you factored weapon vs. AC into the equation. It wasn't fully realistic (because D&D duh) and I had quibbles with some of the adjustments, but it was cool and I miss it. Unfortunately, the problem you run into when you start wanting this sort of realistic grittiness is that your system gets more and more burdened by calculation costs and overhead. In 1e AD&D it wasn't so bad, as you could create these little tables for each individual PC's weapon, and consult those in play rather than the standard 'fighter' or 'thief' to hit table. It didn't take that much time to set up, and once you did it actually sped play because all the numbers were accounted for. There was an issue of having to redo the AC of every creature in the monster manual, but that wasn't that big of a deal once you set out to do it (and you really only needed monsters as you used them). But still, if you take that complexity and move it into an already complex system like 3e D&D, you end up with a mess. [/QUOTE]
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Community
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Are there any fantasy/medieval RPGs that take into account the effectiveness of different weapons against different armors?
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