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*TTRPGs General
Poll: Historical Kit & realistic rules
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<blockquote data-quote="Drifter Bob" data-source="post: 1675392" data-attributes="member: 17723"><p>I think they do, though the differences are somewhat subtle, and naturaly much more relevant at lower levels. If you are a 20th level fighter it really does't matter much if you are armed with a dagger or a bastard sword, you are a killing machine either way.</p><p></p><p></p><p></p><p>We sepearate AC into a (class based) defensive roll to determine hits, and damage reduction for the armor, with simple rules for armor bypass and an alternate but equally simple critical hit system.</p><p></p><p></p><p></p><p>One of the nice things about this is that because AC is already divided into natural armor, dex, size etc. etc, and each monster has a BAB, it's fairly easy to adapt any creature from the MM or any other D20 source and adapt it into this combat system. Some non-weapon using monsters lose out a little bit on reach but they can usually compensate by taking advantage of the grappling rules. In our playtesting so far it has been relatively easy to take monsters straight from the book and expect them to be the same challenge relative to the power of the players as before.</p><p></p><p></p><p></p><p>All the various weapons balance out pretty well within a given era (Saxons versus vikings, knights vs saracens) but if you go say, Renaissance vs Bronze age there is no guarantee!</p><p></p><p></p><p></p><p>Boyo, you are asking a lot from a series of inexpensive PDFs! I do feel that the game is workable across a broad range of levels, though as I said before, combat nuances and kit become somewhat less relevant at very high experience levels. </p><p></p><p>The differences between the eras are quite substantial, though of course some more so than others. Classical to Dark Ages or Medieval to Renaissance is a bigger step than Dark Ages to Medieval, for example.</p><p></p><p> </p><p></p><p>We still use the basic D20 die based combat system, we don't use a strategy based or dice pool system like TROS, (which you describe as a guessing game).</p><p></p><p></p><p></p><p>There is an optional rule in this system where weapons can attack different ways (as you now currently have piercing, slashing, and blunt attacks), and armor resists each type of attack differently. For example, a mail hauberk (worn with a paded gambeson undergarment) might resist Cuts for 5 points, and Blunt attacks for 2. This has proven simple to implement in practice, but if you don't like it, you can assume all armor defends at the same rate, which is always the assumption for natural armor. </p><p></p><p>Both simple and advanced methods are suported by this system, which is designed to be modular so you can pick and chose how much detail you want.</p></blockquote><p></p>
[QUOTE="Drifter Bob, post: 1675392, member: 17723"] I think they do, though the differences are somewhat subtle, and naturaly much more relevant at lower levels. If you are a 20th level fighter it really does't matter much if you are armed with a dagger or a bastard sword, you are a killing machine either way. We sepearate AC into a (class based) defensive roll to determine hits, and damage reduction for the armor, with simple rules for armor bypass and an alternate but equally simple critical hit system. One of the nice things about this is that because AC is already divided into natural armor, dex, size etc. etc, and each monster has a BAB, it's fairly easy to adapt any creature from the MM or any other D20 source and adapt it into this combat system. Some non-weapon using monsters lose out a little bit on reach but they can usually compensate by taking advantage of the grappling rules. In our playtesting so far it has been relatively easy to take monsters straight from the book and expect them to be the same challenge relative to the power of the players as before. All the various weapons balance out pretty well within a given era (Saxons versus vikings, knights vs saracens) but if you go say, Renaissance vs Bronze age there is no guarantee! Boyo, you are asking a lot from a series of inexpensive PDFs! I do feel that the game is workable across a broad range of levels, though as I said before, combat nuances and kit become somewhat less relevant at very high experience levels. The differences between the eras are quite substantial, though of course some more so than others. Classical to Dark Ages or Medieval to Renaissance is a bigger step than Dark Ages to Medieval, for example. We still use the basic D20 die based combat system, we don't use a strategy based or dice pool system like TROS, (which you describe as a guessing game). There is an optional rule in this system where weapons can attack different ways (as you now currently have piercing, slashing, and blunt attacks), and armor resists each type of attack differently. For example, a mail hauberk (worn with a paded gambeson undergarment) might resist Cuts for 5 points, and Blunt attacks for 2. This has proven simple to implement in practice, but if you don't like it, you can assume all armor defends at the same rate, which is always the assumption for natural armor. Both simple and advanced methods are suported by this system, which is designed to be modular so you can pick and chose how much detail you want. [/QUOTE]
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