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*TTRPGs General
Poll: Historical Kit & realistic rules
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<blockquote data-quote="Drifter Bob" data-source="post: 1677142" data-attributes="member: 17723"><p>Well, it's certainly not handled that way. Hoplite era warfare is about heavy infantry fighting in formation (hoplites) with light infantry (peltasts) running around throwing javelins and slings, and sometimes light cavalry attacking the flanks. The hoplite equipment is designed to be used in formation, and the most important and expensive part of their kit was actually their shield (spartan mothers used to tell their sons to return with their shield or it....)</p><p></p><p>On a personal combat level, there is also a lot of emphasis on wrestling and grappling.</p><p></p><p></p><p></p><p>Hardly! You must be thinking in terms of the D&D breastplate which is actually a full suit of armor!</p><p></p><p></p><p></p><p>I don't want to comment to much on another companies material but that doesn't sound too far off the mark nor unhistorical. Sounds like they did a good job.</p><p></p><p></p><p></p><p>Well, as I said, you can try the d20 modern variant rule, or you can try it as introduced by a few well known d20 suppliments. It is an optional rule for our material, not necessary to use the equipment but it will allow you play with more nuance and arguably, more realism. In my experience it works great, it's actually just as fast as one die roll because both people roll at the same time, and it greatly improves the 'feel' of combat without adding undue complexity.</p><p></p><p></p><p></p><p>I've explained this before, but I'll make the point again. This system is scaled, if you want more nuances between equipment types, you can use the advanced rules: They are playtested and they are rapid in implementation and simple to learn. If you prefer to stick with the original rules however, you can do that too, you just don't get quite as much differentiation between weapons.</p><p></p><p></p><p></p><p>With all due respect, I get the impression that you don't like this idea at all, which is fine. I've answered all of your questions and explained how it works pretty clearly. Ultimately, you can try it out to see if you like it, wait to hear what other people say about it, or just blow it off. I'm not really sure what more I can add.</p><p></p><p></p><p></p><p>Really? As far as I can see, there are only three factors: mass, hardness, and shape. A flail hits a lot harder than a mace or a club, but they all do the same type of damage. I really don't want to focus overmuch on damage anyway, I think that is the downfall of many 'realistic' system in the past.</p><p></p><p></p><p></p><p>As I explained above, the equipment can be used with the rules as is, or with the advanced rules. I frankly see the latter, such aspects as the defensive roll, as an evolutionary step D&D is going to be taking sooner or later.</p><p></p><p></p><p></p><p>With our feats the smallsword or rapier armed finesse fighter is greatly enhanced. A well trained finesse fighter can actually take on a traditional 'tank' fighter one on one, with a lot of caution and a little luck...</p><p></p><p>DB</p></blockquote><p></p>
[QUOTE="Drifter Bob, post: 1677142, member: 17723"] Well, it's certainly not handled that way. Hoplite era warfare is about heavy infantry fighting in formation (hoplites) with light infantry (peltasts) running around throwing javelins and slings, and sometimes light cavalry attacking the flanks. The hoplite equipment is designed to be used in formation, and the most important and expensive part of their kit was actually their shield (spartan mothers used to tell their sons to return with their shield or it....) On a personal combat level, there is also a lot of emphasis on wrestling and grappling. Hardly! You must be thinking in terms of the D&D breastplate which is actually a full suit of armor! I don't want to comment to much on another companies material but that doesn't sound too far off the mark nor unhistorical. Sounds like they did a good job. Well, as I said, you can try the d20 modern variant rule, or you can try it as introduced by a few well known d20 suppliments. It is an optional rule for our material, not necessary to use the equipment but it will allow you play with more nuance and arguably, more realism. In my experience it works great, it's actually just as fast as one die roll because both people roll at the same time, and it greatly improves the 'feel' of combat without adding undue complexity. I've explained this before, but I'll make the point again. This system is scaled, if you want more nuances between equipment types, you can use the advanced rules: They are playtested and they are rapid in implementation and simple to learn. If you prefer to stick with the original rules however, you can do that too, you just don't get quite as much differentiation between weapons. With all due respect, I get the impression that you don't like this idea at all, which is fine. I've answered all of your questions and explained how it works pretty clearly. Ultimately, you can try it out to see if you like it, wait to hear what other people say about it, or just blow it off. I'm not really sure what more I can add. Really? As far as I can see, there are only three factors: mass, hardness, and shape. A flail hits a lot harder than a mace or a club, but they all do the same type of damage. I really don't want to focus overmuch on damage anyway, I think that is the downfall of many 'realistic' system in the past. As I explained above, the equipment can be used with the rules as is, or with the advanced rules. I frankly see the latter, such aspects as the defensive roll, as an evolutionary step D&D is going to be taking sooner or later. With our feats the smallsword or rapier armed finesse fighter is greatly enhanced. A well trained finesse fighter can actually take on a traditional 'tank' fighter one on one, with a lot of caution and a little luck... DB [/QUOTE]
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