It's nice when you can predict a fight and prepare for one. That doesn't mean you will always have the luxury of doing so. At least in my games, open battlefield combat in full armor is relatively rare. Decisive, but rare. More often, players are skulking about, laying ambushes, and so forth. You could run a game based on the expectation that everyone is a knight in armor on a battlefield, but then the corollary is simply that they will need to learn to fight like a knight on a battlefield to overcome armor.dra wrote:You got me thanhector wrote:
The armpit does BL1 at a Level 4 wound - at this point, the fight is all but over anyway (TN9 is like losing approximately 80% of your die pool) and the blood loss, while concerning, is only life threatening if ignored for a significant length of time.
No need for bloodloss
You would not. You put your stuff for war. Having said that, if you want to be just and give players proper plate, it would be mighty annoying for them if they can't use that in combat because GM keeps making those "suprise moments"Fair point. Having said that, metal armour often draws unwanted attention. The fact that you are wearing it screams that you are expecting trouble, and in an urban environment (the assumed setting for the game, even though most of the details remain vague), why would you be expecting trouble if you are not looking to start it?
The vague point in the silly rules is that the combat system was designed with armor and weapons working the way they were meant to. To use the combat system to its fullest requires some system mastery. We never claimed otherwise. On the other hand, if you don't want to have to grapple and fiddle with advanced techniques when fighting a dude in armor, bring a weapon that's meant for fighting a dude in armor.dra wrote:So yeah, let's pretend there is some vauge silly point in rules.Fair point. However, as thirtythr33 has mentioned, there are tactics for getting around that. For one thing, you cannot disengage if you attacked in the previous exchange or if you just threw red/white dice. This gives an attacker ample opportunity to grapple - either as a defence against an incoming strike, or as an attack. Grappling is an extremely effective means of taking down a heavily armoured opponent, since as mentioned, the more brutal attacks ignore not only armour, but in the case of Gouge and Strangle they ignore Stamina too (at least in terms of whether or not they will kill you - you can keep fighting with a crushed windpipe if your wp/steel roll is good enough, but at this point you're simply fighting to take the other bastard with you).
Ok, there are tactics to work around that and if you are experienced players and know your manouvers and grappling and can choose equipment every time fight arises, you can live with that.
My question is : why bother if it can be corrected at basic level.
My point is why create a fallacy and work around it using advanced mechanics if you can avoid it at all. From this point I keep repeating : from my perspective, Soak advantage of 4 or 5 is way to high for contest-based combat pool game.
As for soaking: assuming you're still on about the attributes, the only way you can have a soak advantage of 4 or 5 is if you've maxed out stamina and the other opponent has minimized strength. If you look in fiction, how likely is it that Sansa Stark is going to land a meaningful blow on The Mountain That Rides? It's way more likely she'll just piss him off.
Most combatants will have Strength/Stamina around 3. 4 is the high end for professionals. 5 is strong-man competition territory. These people would be exceptionally rare in a population. 6 is something that is generally only available to player-characters and beasts of burden, and can't be had at all by PCs unless they started with an top tier pick in Attributes at charater creation. That's a situation where you are straight-up a genetic anomaly. The majority of PCs and NPCs will have 3s or 4s unless "the big dude" is their shtick - in which case, they should have some kind of benefit. Most of the time then, the swing will be at most 1 or 2 points. If this still bugs you, feel free to house-rule it. It is going to hurt your PCs more than anyone, though, and the game is already pretty brutal.
And that's not what the word "fallacy" means.
Spears and Daggers actually give +4CP to represent the advantages they have when they control reach. Thus, spears are especially useful when you can control the distance and daggers are brutal when you can get inside the enemy's guard.dra wrote:Speaking of range (spear example)...
Do you find this fixed range advantage of +2CP as good enough for all kind of weapons? Is is better than TROS +1 per range band and additional disadvantage if fighting something too cumberstone at close range? I see its way simpler but does it work better?