Topic: Strenght minimums?
Started by: Janne Halmetoja
Started on: 8/20/2002
Board: The Riddle of Steel
On 8/20/2002 at 11:03am, Janne Halmetoja wrote:
Strenght minimums?
As GURPS player I'm interested in to know is there strenght minimums for weapons or can child use poleaxe with same effectiness than Conan (excluding damage)? In my opinion this is problem in many game systems. I like the way, that damage is made by strenght not by weapon.
- Janne -
On 8/20/2002 at 2:36pm, Lyrax wrote:
RE: Strenght minimums?
No strength minimums are really needed, in tRoS. A person or character with a less than average strength will stay out of combat anyways. Bows and crossbows are the only weapons, however, that have strength minimums. As a GM, I might decree that all people shorter than, say, 4'6" would have to have weapons specially made that are short enough (unless the person is using a dagger or a shortsword, etc) for that person to use. I have supervised my little brother (he's 9) with a waster (wooden sword), and the main reasons he can't wield it effectively are:
A) He's too short
B) He has no clue how to hold the thing and
C) He doesn't have enough interest in learning B).
On 8/20/2002 at 6:59pm, Wolfen wrote:
RE: Strenght minimums?
I think Lance has the right of it. Actual medieval weapons weren't nearly as heavy as we think them to be, and if well-balanced, even a child can use them. Size and skill would have more say in the overall use of the weapon, although strength would definitely play a part in how effective it's use would be.
One thing I've never seen though is a game which has accurate ways to define the attributes of children. The main reason is that, in most cases, children are not considered viable characters to play; which is probably why playing children is as popular as it is. People do like to test the break-points in a game.
On 8/20/2002 at 7:32pm, Janne Halmetoja wrote:
RE: Strenght minimums?
I see your points. But you cannot assume that lower than average person will stay out of fight.
I have ran several fights with Combat Simulator and I must that combat system is really nice :). I ordered book today and I hope that I will get it in a couple of weeks. Too bad they didn't even know that book was out :(.
- Janne -
On 8/20/2002 at 8:37pm, Brian Leybourne wrote:
RE: Strenght minimums?
Janne Halmetoja wrote: I have ran several fights with Combat Simulator and I must that combat system is really nice :)
You know.. I never get sick of hearing that :-)
Err.. not because I'm claiming credit for the cool combat system or anything (that's all Jake), but just because it's nice to see people using the Combat Sim - I put a lot of work into that, good to know it wasn't for nothing.
Brian.
On 8/20/2002 at 8:57pm, Janne Halmetoja wrote:
RE: Strenght minimums?
BrianL wrote:
Err.. not because I'm claiming credit for the cool combat system or anything (that's all Jake), but just because it's nice to see people using the Combat Sim - I put a lot of work into that, good to know it wasn't for nothing.
Brian.
Yes, I know how much work programming takes. I'm programmer too :). Combat Simulator is very nice program and I have used it all day :). Gives me more insight for tRoS combat system than words.
There was some problems, though. If attributes are lowered by hits at the end of combat and you begin immediately new (with same characters) they are still lowered. Other thing was that if combat pools are 0 when combat is over and you begin new one (again with same characters), they are still 0 and you can't do nothing. Nothing too important, but still little annoying bugs :).
- Janne -
On 8/20/2002 at 9:08pm, Brian Leybourne wrote:
RE: Strenght minimums?
Janne Halmetoja wrote: There was some problems, though. If attributes are lowered by hits at the end of combat and you begin immediately new (with same characters) they are still lowered. Other thing was that if combat pools are 0 when combat is over and you begin new one (again with same characters), they are still 0 and you can't do nothing. Nothing too important, but still little annoying bugs :).
It's not a bug at all - it's just not possible. And I'll explain why. There are only two times I can reset the stats:
1) Immediately after a fighter dies.
This is no good, because after the fight, the player is going to want to check out where the stats etc were at the end of the combat, how each fighter fared, how almost dead the survivor was, etc. That just leaves...
2) When you click "fight" again.
This is also no good. What about if I want to use fighter X, but I want to see if he would fight better with a slightly higher strength, or I want to change his weapon, or I want to make any other kind of change just as a "what if". If the stats are reset when I click FIGHT, then that change will be lost and the figher will be reset to his saved stats. This means that every time I want to try a minor variation, I have to change a fighter, and save the changes. That would suck.
So, you tell me when the stats should be reset.. because those are the only two times I can see, and neither of them are satisfactory. It's really not that tricky to reload the fighters before you click FIGHT again...
Brian.
On 8/21/2002 at 8:12am, Janne Halmetoja wrote:
RE: Strenght minimums?
Maybe you should add reset button, which is actived after fight is over. If user wants to take battle with same characters he just clicks reset-button and stats are reseted to original values and battle can begin. If he wants to change stats he can click reset-button again and then edit stats and begin fight again. This reset-button should also refresh combat pools.
I don't know any better way because I don't have source code.
On 8/21/2002 at 1:56pm, Mokkurkalfe wrote:
RE: Strenght minimums?
What should I do if there comes up a sign saying:
"Access violation at address 77F526AB in module ntdll.dll. Write of address 00403DB9"?
It comes up when I start the simulator.
Then, when I try to change any value or attribute a sign comes up saying
"Access violation at address XXXXXXXX(depending on what attribute) in module 'RiddleOfSteel.exe'. Read of address 00000000."
What's the problem here?
On the real topic.
Perhaps you can't use some weapons if you have the Little flaw?
On 8/21/2002 at 2:01pm, Janne Halmetoja wrote:
RE: Strenght minimums?
I don't have the book yet, so that's why asked about strenght minimums. You can think that minimum strenght represents the size of weapon. If your strenght is lower than minimum strenght needed to that weapon, it is too big for you. That's the way how it's thought in GURPS.
- Janne -
On 8/21/2002 at 5:06pm, Lyrax wrote:
RE: Strenght minimums?
I TROS, as a GM, I would rule that all children must take the "Little" flaw, and that all persons with the "Little" flaw would be unable to effectively wield most regular-sized weapons, especially pikes, doppelhanders, greatswords, longswords and warflails.
However, a child could use, say, a regular arming sword as a greatsword... but the stats would be that same as the regular arming sword, and no shield could be used (since it takes both hands to effectively wield the sword). This would greatly limit the abilities of little people in battle unless they could make weapons specifically for themselves (like dwarves).
On 8/21/2002 at 7:34pm, Janne Halmetoja wrote:
RE: Strenght minimums?
There is always many tastes and I like minimum strenghts. That's just me :).
On 8/21/2002 at 7:36pm, Mokkurkalfe wrote:
RE: Strenght minimums?
There are some weapons I require ST 5 for, namely longbow, maul and warflail. Wether realistic or not, it reinforces the picture of these things as *massive* weapons.
On 8/21/2002 at 8:14pm, Brian Leybourne wrote:
RE: Strenght minimums?
Mokkurkalfe wrote: What should I do if there comes up a sign saying:
"Access violation at address 77F526AB in module ntdll.dll. Write of address 00403DB9"?
It comes up when I start the simulator.
Then, when I try to change any value or attribute a sign comes up saying
"Access violation at address XXXXXXXX(depending on what attribute) in module 'RiddleOfSteel.exe'. Read of address 00000000."
What's the problem here?
Hmm.. no idea. What version of windows are you running / service pack / etc? This is the first problem I have come across, so I'm pretty confident it's something odd with your system. If I had to guess, I would say you are using NT4 with a fairly old service pack...? Try updating your OS :-)
If it's not that, well.. could be anything to be honest. ntdll.dll isn't mine, and my combat sim doesn't call it, so it's something screwey in your system, I suspect. Try replacing that .dll file, maybe it's corrupt.
As for the access voilation when you try to edit attributes, sounds like you might have memory issues. To be honest, I'm not sure how much I can help you. As I said, I tested this software on 98,me,xp,nt4(SP6) and W2k(sp2) and it worked fine on all of them.
Brian.
On 8/21/2002 at 8:51pm, Janne Halmetoja wrote:
RE: Strenght minimums?
What is the average attribute score in tRoS? Is it 4?
- Janne -
On 8/21/2002 at 8:52pm, Brian Leybourne wrote:
RE: Strenght minimums?
Janne Halmetoja wrote: What is the average attribute score in tRoS? Is it 4?
- Janne -
Yup. Although if Jake were here he would be quick to point out that nobody is ever truly average.. thus none of the attribute priorities give exactly 40 points.
And, of course, that's only the HUMAN average.
Brian.
On 8/22/2002 at 3:08am, Durgil wrote:
RE: Strenght minimums?
BrianL wrote: Although if Jake were here he would be quick to point out that nobody is ever truly average.. thus none of the attribute priorities give exactly 40 points.
And, of course, that's only the HUMAN average.
Brian.
That reminds me of an optional rule in Chivary & Sorcery: The Rebirth. The Basic Strength Score is made relative to that character's body weight by making it a percentage of the character's body weight that can be successfully lefted over his head. There was then a formula to compute an "Absolute Strength."
I thought it worked quite well; I created a Middle-earth style troll (12' tall weighing about 3/4's of a ton with a base Strength of 8 in a 3-18 range) and his Absolute Strength ended up something like 28 or 30. That was compared to a 5' 6" man weighing ~150# with a base Strength of 11 on a 3-18 range. It makes a lot of since when you watch TLoTR Movie and see that cave troll killing orcs left and right with just ill timed clumbsy maneuvering or Sauron whacking 4 to 6 opponents at once. I guess blocking or parrying would be a pretty stupid reaction when faced with such an opponent?
On 8/22/2002 at 7:35am, Janne Halmetoja wrote:
RE: Strenght minimums?
BrianL wrote:
And, of course, that's only the HUMAN average.
Brian.
I meaned human average. Sounds strange because it's usually 5 in d10 games :). System sounds very good besides that weapons and shield are unbreakable. I'm looking forward to get book in my hands, which may take about a month :(.
- Janne -
On 8/22/2002 at 7:37pm, Lyrax wrote:
RE: Strenght minimums?
Swords and shields aren't necessarily unbreakable. But they don't break every time you use them, and there currently aren't rules covering shield or weapon strength yet (maybe in tFoB).
The good news is that this is very realistic. Weapons, when well taken care of, will last a very, very long time. Shields even more so.
On 8/23/2002 at 6:29am, Janne Halmetoja wrote:
RE: Strenght minimums?
What I have heard, shields usually lasted one good battle (if you are not using metal shields). After that they were useless. Swords weren't so good as today, but they didn't also break every time. Yes, it depends also materials and quality of the sword (poor quality sword is not, of course, as resistant to breakable than good quality).
It is not too hard to make breaking rules by myself, because I can use GURPS and HarnMaster as reference material. I'm waiting main rulebook and it is really painstaking (as waiting is always) and of course I'm waiting to get Flower of Battle too :).
- Janne -
On 8/23/2002 at 11:06am, Durgil wrote:
RE: Strenght minimums?
One thing to keep in mind when you start talking about metal shields is weight. To make the metal thick enough that it doesn't dent too easily, you would be talking about a lot of weight. This was only really feasible for the joust. The best you would have seen used on the battlefield would maybe have a metal boss with a strip of metal around the edge, but primarily made of some type of hardwood.
On 8/23/2002 at 11:13am, Janne Halmetoja wrote:
RE: Strenght minimums?
I almost put a note about metal shields weights but I left it, because I thought everybody would anyway understand how much they weighted. No sane people would use bronze shield in fight (maybe buckler, but that's it) as you mentioned.
Janne
On 8/23/2002 at 3:45pm, Mike Holmes wrote:
RE: Strenght minimums?
Janne Halmetoja wrote: Swords weren't so good as today, but they didn't also break every time. Yes, it depends also materials and quality of the sword (poor quality sword is not, of course, as resistant to breakable than good quality).
Actually, there was a previous thread in which modern vs. ancient swordmaking was discussed. You might want to look at it. The consensus seemed to me to be that, yes, we have the metallurgy today to make an awesomely tough sword, but that, barring a very few extreme examples (maybe only one) that nobody uses them. That, in fact, swordmaking from the middle ages created weapons that are still fairly good by modern standards. Again, it's that necessity thing.
You are right, however, that quality is important. One thing to consider, however, is that sewords have always been expensive to make. They use more metal than most weapons, and require a lot of know-how. As such, fewer swords will be of cheap make than other weapons. Most swords will be built to last, and will not break if well maintained, and, more importantly, used properly.
In Clement's demo (man I got some milage out of that), he demonstrated that proper medieval technique used the flat of the blade to parry against the opponent's flat. A well constructed sword was somewhat flexible in this direction, and could take any beating a man could deliver in this manner. Only on mistakes would there be a significant chance of breakage. I'd call for a roll on a fumbled parry, for instnce, but not otherwise.
I remeber that this was one of the reasons that he said that Japonese swords would frequently chip as that technique often involves more perpendicular sorts of parries.
Mike
On 8/23/2002 at 8:38pm, Lyrax wrote:
RE: Strenght minimums?
A cheap sword (if there truly is such a thing) will last a battle or two.
A high-quality sword, if taken care of, will last a lifetime.
A low-quality shield might not last very long either.
But remember that Viking warriors often named their shields, as they did their swords. This would be indicative of shields that last a long time. It would need some repairing from time to time, but any character with a military background should have no trouble with this.
Most swords at the time, I imagine, would only break if they were poorly made, and only then under high amounts of abuse.
On 8/23/2002 at 8:57pm, Sneaky Git wrote:
RE: Strenght minimums?
Lyrax wrote: A cheap sword (if there truly is such a thing) will last a battle or two.
A high-quality sword, if taken care of, will last a lifetime.
A low-quality shield might not last very long either.
But remember that Viking warriors often named their shields, as they did their swords. This would be indicative of shields that last a long time. It would need some repairing from time to time, but any character with a military background should have no trouble with this.
Most swords at the time, I imagine, would only break if they were poorly made, and only then under high amounts of abuse.
I agree with most of the above points.. I noticed, however, that few people have mentioned the use of non-sword weapons. I will concede the fact that well-made swords, due to their expensive (and metal-intensive) nature, should take a beating without breaking.. but what about non-sword weapons? Spears? Polearms? Wood is resilient, yes, but not invincible.
Finally, the one point with which I disagree. Should a weapon/shield be damaged, I feel that assuming "any character with a military background should have no trouble with this" is dangerous. Certainly, some would have rudimentary knowledge, but many of the skills necessary to repair damaged arms and armor took years to master. Most warriors wouldn't have the time to apprentice themselves out to the necessary master. If this were not the case, why would armies travel with blacksmiths and armorers in their train?
On 8/23/2002 at 9:08pm, Mike Holmes wrote:
RE: Strenght minimums?
Good points SG. Someone mentioned that there might be something about this in TFOB. Was that just a rumor? I hope it is the case.
Mike
On 8/24/2002 at 5:39pm, Lyrax wrote:
RE: Strenght minimums?
I wasn't talking about "the Gol bashes your shield, and its metal rim rips off" kind of weapon and armor upkeep. I was thinking more along the lines of "do you sharpen your sword regularly?" and "do you keep it from being damaged by the weather through your constant care and vigilance?" type of weapon and armor upkeep. I agree that if it becomes damaged, a smith is required to put it back in working order. However, any character with a military background should know enough to keep the weapon from getting to that point through normal wear and tear.
On 8/24/2002 at 9:33pm, Wolfen wrote:
RE: Strenght minimums?
Likewise, checking wear on armor straps, banging dents out of armor (dents give weapons something to catch in, rather than deflecting it)... Yeah, basic equipment maintenance would be second nature to anyone with military training. I wouldn't think this sort of thing would require an actual skill, though. Any non-soldier would pick it up before too long, once they realized their equipment was deteriorating.
On 8/24/2002 at 10:13pm, Sneaky Git wrote:
RE: Strenght minimums?
Wolfen wrote: Likewise, checking wear on armor straps, banging dents out of armor (dents give weapons something to catch in, rather than deflecting it)... Yeah, basic equipment maintenance would be second nature to anyone with military training. I wouldn't think this sort of thing would require an actual skill, though. Any non-soldier would pick it up before too long, once they realized their equipment was deteriorating.
In that case, I agree completely with both Lyrax and Wolfen. Yes, soldiers would have the knowledge necessary to maintain their arms and armor.
On 8/25/2002 at 4:21am, Lyrax wrote:
RE: Strenght minimums?
Now that we have that covered, if you'd like, we can look at special damage, that needs a smith to repair.
I'd say that all persons with a proficiency less than 3 would need to have their weapons repaired or at least checked every month or perhaps every few weeks of use, and persons with a proficiency of less than 5 would need to have their weapons repaired/checked every several months of use. Using a weapon once during this period does not qualify as "one month of use."
Characters with 5 or more proficiency points probably know enough to keep their weapons in top condition, but would be wise to get their weapons looked at after a battle or some other period of war-caliber use.
I feel a rule similar to this (more strict for low-grade weapons, more relaxed for high-grade weapons) reflects the fact that beginners are more likely to parry and strike wrong, thus damaging the blade. Some relatively low-abuse weapons (such as stiletto daggers) probably wouldn't be subject to this unless they are used in a manner that they were not intended to (such as against armor).
On 8/25/2002 at 5:47pm, Janne Halmetoja wrote:
RE: Strenght minimums?
Are you talking about repairing wooden shields? One good blow and they are useless. Yes, large shield can take a lot of hits and still be in one pieces.
Janne
On 8/26/2002 at 12:24pm, Durgil wrote:
RE: Strenght minimums?
Would it be at all possible to move the talk about armour and weapon damage to a thread not labeled "Minimum Strengths." Just a suggestion to help aliminate confusion.
On 8/26/2002 at 12:26pm, Durgil wrote:
RE: Strenght minimums?
I guess that should have been "Strenght minimums?"
On 9/1/2002 at 8:38pm, Jake Norwood wrote:
RE: Strenght minimums?
Hey all-
I'm hopping in on this late, I realize, but here goes:
No minimum strengths are needed. Weapons were not heavy--they were made for more or less normal folks that trained to use them. If a weapon was exeptionally heavy, it wasn't useful. Throw out everything you've read in fantasy fiction concerning weapon weights. ST mins in GURPS, etc, were issues of balance and had little if anything to do with real weapon mechanics and dimensions.
Wooden shields weren't all that bad, and I'm sure they held up for quite a while.
Metal shields (and armor, for that matter) are thin. Thinner than SCA stuff, generally, but better made and tempered.
Swords were better made way back when. We've argued about it a lot, but I've got it from Paul Champagne, who is one of the best (if not the best) in modern swordmaking. His stuff is phenominal--I've handled it--we're talking 2,000-8,000 bucks for a sword. He says the old stuff is better, and he's trying to figure out how they did it, because we have lost the technology. Get over it, guys.
Even then, this stuff can break, but how many of us really wants an extra stat on the charsheet about equipment failure? Anyone?
Jake
On 9/1/2002 at 8:44pm, Jake Norwood wrote:
Shields
Another thing, I don't remember if it was this thread or not, but it fits here...
John Clements didn't say that no one really used heater shields. He said that the buckler was a more prevalent shield on the battlefield than other types throughout the bulk of the medieval and renn. periods. Heaters were in use, although they were smaller than your average reinactment shield.
Jake,
who has to stick up for his teacher
On 9/2/2002 at 3:30am, Thirsty Viking wrote:
9 y.o. with a great sword
Hello everyone i'm new to the game and the forum,
But i've been playing in RPG's since '78. Back then I
was just a wee lad of 12,
And my friends and i would have stick/sword fights...
In my opinion it isn't about minimum strength, it's
about height. You can not EFFECTIVELY Wield a non
pole arm that is much longer than you are tall. This is
somewhat addressed indirectly in the rules already.
If a player came to me wanting to play a 3' 9 y.o
street urchin, I'd let him... but if he tried to use a
6' long sword i'd subtract dice from his combat pool...
And probably assess a damage negative -2 or -3 dam
with a greatsword?. Or maybe a +2 or +3 combat
target #.
IMHO
Make the player give you his adult profile.... then adjust
down accordingly... Remember rules on gifted,
before puberty.. NO MAGIC to speak of. etc.....
hmm possible max abilities for a 9 yo....
1/2 Stats ... max of 3
ST (Muscles need time to grow)
WP (kids know they break easier)
T0 (Kids break easier)
SO (Almost Noone takes kids seriously this could
be + mod in the hands of a wise player)
2/3 stats max of 4
Ag (kids are agile, but they still improve with age)
Wt (with less experience they aren't as sly)
ALL IMPROVEMENTS ARE BOUGHT FOR ADULT THE ADULT
Rasing Strength from a 6 to an 8 on the adult sheet
looks like a 3 to a 4 on the child but costs 29 points, not 4.
REMEMBER A CHILD IS ONLY 1 SPELL AWAY FROM HAVING
HIS ADULT ATTRIBUTES
Level 3 spell of one Growth (maturing)
T)3 R)1 V)2 D)0 L)3
CTN 9 Ages the child 1 decade. Cast at range touch.
All skills at a +2 tn?
Alternatively limit his starting max starting priorites
Off the top of my head perhaps something like the following.
to DD EE FF And i consider that to be generous for a 9 yearold.
If he really wanted to play a noble fey child who had been
kidnapped or runaway from home, I might allow AB EE FF
without the starting $ (yes in case of fey he's even fewer
years old at this height)
Also No proficencies in unwieldy weapons... so with much
reduced stats... little damage done Few dice in the
Combat pool, and a high target number to hit.... Even burning
luck it would be rare to do 4 damage .... the average toughness
of an adult. the player would WANT to use a dagger.
If there are big gaps between sessions he'd improve
with age, if not.... it's his choice to play a child.
To balance some of this, not that the game is about balance,
kids might be better at sneaking, picking pockets (small hands)
(adult dice? lowwer TN?) , they can get through small windows.
Bonus dice to dodge, or maybe to duck and weave?
Let the Player make the case for what they can do better
Just let him see the logical down sides in his stats....
A player will feel better about a negative -2 modifier that isn't
documented if he talks you down from a -3
I don't tell my players NO lightly, but that doesn't mean I
will not not try to make them see the flaws in thier plan.
On 9/2/2002 at 1:11pm, Janne Halmetoja wrote:
RE: Strenght minimums?
Jake Norwood wrote:
No minimum strengths are needed. Weapons were not heavy--they were made for more or less normal folks that trained to use them. If a weapon was exeptionally heavy, it wasn't useful. Throw out everything you've read in fantasy fiction concerning weapon weights. ST mins in GURPS, etc, were issues of balance and had little if anything to do with real weapon mechanics and dimensions.
I still like ST mins in GURPS. They restrict weak guys using mauls with maximum, but they still can use them (you get -1 to skill per lacking point and you make little damage). Maybe this is not the best example, but I still say it. We were shooting with air gun and I couldn't aim very good with it. It was really heavy compared to my air gun (which I could aim good even I standed). My friend air gun wasn't too big for me, it was too heavy. Maybe this is different issue with hand weapons, but in my opinion ST minimums are good thing. Maybe weapon is not too big for you, it is too heavy. Maybe you know more about these things than I do, Jake :). That's just my opinion :).
Wooden shields weren't all that bad, and I'm sure they held up
for quite a while. Metal shields (and armor, for that matter) are thin. Thinner than SCA stuff, generally, but better made and tempered.
Don't know too much about this issue, so I trust to you.
Swords were better made way back when. We've argued about it a lot, but I've got it from Paul Champagne, who is one of the best (if not the best) in modern swordmaking. His stuff is phenominal--I've handled it--we're talking 2,000-8,000 bucks for a sword. He says the old stuff is better, and he's trying to figure out how they did it, because we have lost the technology. Get over it, guys.
Sounds crazy, but still it sounds rational :).
Even then, this stuff can break, but how many of us really wants an extra stat on the charsheet about equipment failure? Anyone?
I want it. More realism its better :).
On 9/2/2002 at 2:18pm, Mokkurkalfe wrote:
RE: Strenght minimums?
Even then, this stuff can break, but how many of us really wants an extra stat on the charsheet about equipment failure? Anyone?
Breaking stuff can be fun!
"With a sharp *SNAP*, your sword breaks cleanly in two as you slam the blade into the knight's armor. He seems to be grinning beneath his visor."
How about this:
With each strike, roll Integrity Value/a TN appropriate for the situation. If no successes are rolled, lower the IV by one. Botching lowers with two. If IV go down to zero, the item breaks, AV halves or something else.
IV would of course be a weapon value. It might range from, say, 4-8. The TN's should be quite high.
_________________Cutting___Piercing___Bludgeoning_Rapier
An edge* ____________8________ - ______8__________-
Leather______________-________5________-__________8
Chain_______________4________7________-__________8
Plate________________6________8________5_________14
Solid soft mass________-________-________-___________-
Solid medium(wood)___6________8________4_________11
Solid hard**__________12_______10_______11________16
* = An edge-on-edge parry for example
** = Stone or metal
- = won't break
Now, I haven't thought about these numbers, nor do I know very much about these things, so theyr'e probably far of, but anyway.
The point is, most of the time you shouldn't even have to bother to roll.
For armors, you could just have a much higher IV that lowers by 1 for each point of damage it has to absorb.
Now, is the realism gained(if any) worth the loss of speed?
EDIT: Excuse the messy chart. When I think about it, piercing weapons should have lower TN's than cutting ones...
On 9/3/2002 at 5:28am, Unsane wrote:
RE: Strenght minimums?
Janne Halmetoja wrote:Jake Norwood wrote:
No minimum strengths are needed. Weapons were not heavy--they were made for more or less normal folks that trained to use them. If a weapon was exeptionally heavy, it wasn't useful. Throw out everything you've read in fantasy fiction concerning weapon weights. ST mins in GURPS, etc, were issues of balance and had little if anything to do with real weapon mechanics and dimensions.
I still like ST mins in GURPS. They restrict weak guys using mauls with maximum, but they still can use them (you get -1 to skill per lacking point and you make little damage). Maybe this is not the best example, but I still say it. We were shooting with air gun and I couldn't aim very good with it. It was really heavy compared to my air gun (which I could aim good even I standed). My friend air gun wasn't too big for me, it was too heavy. Maybe this is different issue with hand weapons, but in my opinion ST minimums are good thing. Maybe weapon is not too big for you, it is too heavy. Maybe you know more about these things than I do, Jake :). That's just my opinion :).
The problem in this situation may not be the weight - at least not directly. It may be more related to the fact that you were used to using your airgun, and thus when presented with a heavier one, it was difficult for you to adapt. I'll bet that if you had started out with that weight weapon - same strength, just used to using the other gun - you would be able to use it to a much better level of ability. The same thing goes for melee weapons.
Of course, I could have no idea what I'm talking about, in which case you should probably ignore me