Armor.

Started by RogueGunslinger, August 17, 2011, 10:08:35 PM

August 18, 2011, 11:19:57 AM #25 Last Edit: August 18, 2011, 11:32:07 AM by Kalai
The option of wielding with one hand and leaving a hand free has its uses also, but not a ton of documented advantages. I'd estimate the major advantage is having a hand free.  ;)

Armor gets more interesting the more I learn about it in game. It's neat.

Edit: Fighting unarmed also has some interesting aspects! But be careful with that. There's a reason for tool use.

The only interesting thing about unarmed fighting is that zalanthan fists have chi, and do thirty stun damage on a grazing hit.

August 18, 2011, 03:31:20 PM #27 Last Edit: August 18, 2011, 03:40:16 PM by Bacon
Quote from: MeTekillot on August 18, 2011, 03:05:22 PM
The only interesting thing about unarmed fighting is that zalanthan fists have chi, and do thirty stun damage on a grazing hit.

I believe it only says it's a grazing hit is because it is low hp damage. I don't think the severity of the damage as far as how it's worded takes into account the amount of stun damage. If this is the case, maybe it could be tweaked so that stun damage also determines the wording of the severity of the hit as well. I don't really think it's a big deal though.
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Most "good" armor items have weights that are pretty ridiculous, and the way armor seems to work is pretty rudimentary.

Presumably the dudes coding armor for 2.Arm will take a slightly more in-depth approach to the equations, though.
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Quote from: Bacon on August 18, 2011, 03:31:20 PM
Quote from: MeTekillot on August 18, 2011, 03:05:22 PM
The only interesting thing about unarmed fighting is that zalanthan fists have chi, and do thirty stun damage on a grazing hit.

I believe it only says it's a grazing hit is because it is low hp damage. I don't think the severity of the damage as far as how it's worded takes into account the amount of stun damage. If this is the case, maybe it could be tweaked so that stun damage also determines the wording of the severity of the hit as well. I don't really think it's a big deal though.
No. They have chi. End of discussion.

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Quote from: CravenMadness on August 18, 2011, 11:55:03 PM
Does that mean I really -can- Hadoken?  .... sweet.
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August 19, 2011, 01:34:47 AM #32 Last Edit: August 19, 2011, 02:20:17 AM by RogueGunslinger
Shoryuken.

August 19, 2011, 01:43:32 AM #33 Last Edit: August 20, 2011, 09:51:31 PM by Bilanthri
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Back on topic.

Mixing up light and heavier armors works wonders too. Why not wear that heavy breastplate where you're more likely to get hit? Throw in a collard and helm and leave the rest to light sandcloth.

This seems to work well for even sneaky types.
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August 20, 2011, 11:55:53 PM #37 Last Edit: August 20, 2011, 11:57:56 PM by Spider
Don't different weapon types have different advantages and disadvantages?

Seems to me that their could be one that would do well against a heavily armored foe.

Back to the OP -

While I do agree that southerners would tend to wear lighter armor, I feel as if the formal military types might be able to get away with it.

You're hot? Tough luck... hold the line.

The rangy types always spending their time outdoors clad in heavy armor does seem a bit off though.

I believe that mostly depends on the armor, not the weapon. Where most "normal" armor protects evenly against most weapons, and there are some "special" armors, designed to stop certain weapons.

Could be wrong though.

August 21, 2011, 12:02:26 AM #39 Last Edit: August 21, 2011, 12:06:19 AM by Spider
SKILL WEAPONS

Weapon skills represent specialised knowledge in the use of a particular class of weapons. All weapons fall into one of four general categories: bludgeoning, chopping, piercing, and slashing. Stabbing weapons are merely a subset of piercing ones.

If one possesses, for example, the 'chopping weapons' skill, then one's usage of an axe is improved both in ability to land blows and to parry those of others, the degree of improvement depending on one's level of accomplishment in that skill.

Each category of weapon has its own characteristics, which should become evident as your character becomes more familiar with its usage.




The last line is what I am pointing at.

edited to add:

Armor    (Combat)

Armor is any piece of equipment in the game that can be worn on your character's body as a defensive measure. You will notice that an item is considered armor if its condition used, worn out, etc.) is shown with the item's name (e.g., a used pair of studded sleeves).

Good armor is relatively scarce, and much armor is scavenged from various places, so a piecemeal armor system is used in Armageddon. This means that if your character wears some armor on their arms, only their arms will be protected. This system allows you to manage the weight of armor your character is carrying fairly well. Note that such ideas as Armor Class are not present in Armageddon.

During combat, specific hit locations are determined, and if there is armor on that body part, some protection may be afforded. The armor may block none, some, or all of the damage, but in any case, be aware that the character will still probably take stun damage.

Some races have naturally tough skin which can absorb the damage of some blows done to them. Several spells exist which can augment a character's natural armor, thickening the skin or forging a hard shell around the target of the spell.

Armor's ability to shield you from blows will degrade with use; its condition will be reflected in its short description as it changes.

Quote from: RogueGunslinger on August 20, 2011, 11:59:20 PM
I believe that mostly depends on the armor, not the weapon. Where most "normal" armor protects evenly against most weapons, and there are some "special" armors, designed to stop certain weapons.

Could be wrong though.

Well, realistically speaking most armor actually protects better against certain weapons. I'd rather be bludgeoned while wearing cushy leathers than a heavy platemail that's likely to crack and break and just hurt like hell because there's no give to it. I'd also rather be wearing heavy platemail than leather when somebody is swinging a sword at me.

In this game, though, I do not believe armor has any coded advantage/disadvantage against any type of weapon.

And there would be a very good chance you are wrong there.
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Quote from: X-D on August 21, 2011, 02:14:11 AM
And there would be a very good chance you are wrong there.

+1
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Quote from: RogueGunslinger on August 20, 2011, 11:59:20 PM
I believe that mostly depends on the armor, not the weapon.

Weapons have differing properties too, although I'm not sure if you'd consider things like different damage ranges and such to be 'special properties.' There are, of course, the more logistical properties, as well, like 'can be used for skinning,' 'tends to deal more stun than hp damage,' 'fits in one hand,' 'can be put in a sheath,' 'can be poisoned,' 'is suitable for throwing,' 'is very fragile/durable,' and so on.

i tend to get good armor for my vulnerable spots (ones that can reel from a blow, places that get hit most often) and leave it at that so i'm still light on my feet.

not the best method for bringing about the next Fall of Tuluk, but its good for running away shamelessly and sneaking through the wilderness.
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Might I suggest the topic of the best way to wear armor be moved in-game?

It's an awesome thing to explore as a tactician, fighter, crafter, etc.
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Quote from: Feco on August 21, 2011, 03:06:34 PM
Might I suggest the topic of the best way to wear armor be moved in-game?

It's an awesome thing to explore as a tactician, fighter, crafter, etc.

Absolutely agreed. There are plenty of people in game that can give you an idea, and plenty of clans that you can join that you can test this out with.
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I tend to favor leather and light chitin armors or leather-reinforced sandcloth.  I also favor to keep my encumberance as low as possible, preferably no problem or the lighter end of 'light' when fully loaded with survival and combat gear.

Nyr leaves out one very very important quirk of the two-handed skill.

Strength is often very offsetting in combat.  It is quickly overpowering and underpowering, depending on your race and stat roll.  If an opponent with high strength comes after you, all the armor in the Known won't do you a bit of good unless you're skilled enough to use it.

Quote from: Sephiroto on August 22, 2011, 01:57:00 PM
unless you're skilled enough to use it.

That is another point, sometimes I almost feel that my pcs have to -grow- into their armor as well, learn to function in the type of armor they are wearing. Which would make sense. Learning how to move in it, the limitations and what not.

It could be me, but when I change armor even within the same weight encumbrances I feel like I notice there is an adjustment period.
The funny little foreign man

I often hear the jingle to -Riunite on ice- when I read the estate name Reynolte, eve though there ain't no ice in Zalanthas.