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General Tabletop Discussion
*TTRPGs General
Helmets: Under-Used but Over-Important
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<blockquote data-quote="Bilharzia" data-source="post: 8131828" data-attributes="member: 6970322"><p>As Zarion has just illustrated, there are plenty helmets that do not limit vision and yet are incredibly study, if lacking in protection for the face, or full protection if they have a movable visor. You <em>could</em> build in all that variability into your game if you really wanted to, say if you're running an obsessively detailed GURPS historical game, but I can't imagine many players or even GMs would maintain that much interest in fiddling about with this stuff especially if your underlying game system is already abstracting armour and hp already, ie. d&d and the like.</p><p></p><p>I don't get why you're connecting shields with helmets, I don't see how or why you are relating the two. A shield is effectively a specialised weapon which is primarily defensive - it's incredibly easy to parry with it, <em>compared to other types of weapons, </em>it covers a very large area, which can be adjusted very quickly, some shields are so large you can even crouch behind it for full cover, it's an effective defence against virtually any kind of weapon attack, including ranged attacks, it can be used offensively in pushes or bashes, and it's also one of the very few "dual wielding" weapon combinations that actually make sense and work well together.</p><p></p><p>Helmets are largely static pieces of armour with a lot of variants. Some late medieval helmets had moveable visors which allowed the wearer to tradeoff overheating and restricted vision with cooler, freer breathing and better sight, that's about as dynamic as it gets. I can't see that once you've decided to wear a helmet that you are taking it off/putting it back on inside a combat. I suppose you could be punitive about the very highest level of protection but I'm not sure there's much else to it.</p></blockquote><p></p>
[QUOTE="Bilharzia, post: 8131828, member: 6970322"] As Zarion has just illustrated, there are plenty helmets that do not limit vision and yet are incredibly study, if lacking in protection for the face, or full protection if they have a movable visor. You [I]could[/I] build in all that variability into your game if you really wanted to, say if you're running an obsessively detailed GURPS historical game, but I can't imagine many players or even GMs would maintain that much interest in fiddling about with this stuff especially if your underlying game system is already abstracting armour and hp already, ie. d&d and the like. I don't get why you're connecting shields with helmets, I don't see how or why you are relating the two. A shield is effectively a specialised weapon which is primarily defensive - it's incredibly easy to parry with it, [I]compared to other types of weapons, [/I]it covers a very large area, which can be adjusted very quickly, some shields are so large you can even crouch behind it for full cover, it's an effective defence against virtually any kind of weapon attack, including ranged attacks, it can be used offensively in pushes or bashes, and it's also one of the very few "dual wielding" weapon combinations that actually make sense and work well together. Helmets are largely static pieces of armour with a lot of variants. Some late medieval helmets had moveable visors which allowed the wearer to tradeoff overheating and restricted vision with cooler, freer breathing and better sight, that's about as dynamic as it gets. I can't see that once you've decided to wear a helmet that you are taking it off/putting it back on inside a combat. I suppose you could be punitive about the very highest level of protection but I'm not sure there's much else to it. [/QUOTE]
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Helmets: Under-Used but Over-Important
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