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Brian Stanfield

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Everything posted by Brian Stanfield

  1. Armor Encumbrance

    I didn't see that. What is paper armor? Is it laminated layers of paper, like the Greek linen armor, or is there something else involved? On a similar note, I was always fascinated by the silk arrow capes in Bushido that billowed out behind a horseman and stopped arrows with a cushion of air.
  2. Armor Encumbrance

    Next up in my series of questions that get shot down: how much does armor actually affect movement? I'd like to encourage my players to opt towards less, not more armor, and would like to emphasize the encumbrance penalties of armor. Although I know of the perpetual myths of plate mail being so heavy that knights had to be lifted onto their horses, etc., there are some real encumbrance issues to consider: http://www.sciencemag.org/news/2011/07/heavy-armor-gave-knights-workout. What are some good ways to get my warrior-types to max out on full plate armor? DEX penalties seem like a good idea, but won't affect combat as much. Actual DEX reduction would be interesting in a 5e or earlier campaign since it would affect SPD as well. But in a 6e campaign without figured characteristics, this isn't as easy to figure out. Does it make sense to actually reduce SPD because armor is heavier? Or is that too punitive? Would DEX penalties, encumbrance based on casual STR, and Long Term Endurance be enough of a disincentive? Besides, how often would characters actually be wearing their armor anyway? It seems more appealing to build characters with no armor in mind rather than depending on armor to be effective. Some of your own experience on this issue would be greatly appreciated.
  3. 6e1 Binding Repair?

    Your first link isn't showing anything: can you check it again? Regardless, this is the came conclusion I made. The hinge tape comes in several varieties, and I've talked to several book people and done a lot of reading, and it all seems to point to the same solution. How's the tape holding up? And how's the end-paper and spine holding up? After cutting the cover off my copy of 6e1, I realized why the books are all failing: The glue is horrible and cracks apart. Everyone knows this issue. The book construction itself is half-baked. The spine is glued directly to the cover, and there are no actual hinges holding the text to the cover. So combined with bad glue, the moment one opens the book the pages are forced away from the spine as the book flexes open. The only thing holding the book together is the weakest part of the construction, and the only remaining part holding the text block in is the end-paper itself. This resemles the "perfect binding" of paperback books, but because it has a hard cover the pages behave differently and the covers can't move the way they need. That's what I've discovered so far. I'm going to experiment with hinging the text block to the boards themselves and avoiding the spine altogether. Thanks for the Input!
  4. 6e1 Binding Repair?

    I got another used copy for table use, but I'd like to repair the binding at some point so it will last longer. Has anyone had any luck trying to repair the binding on 6e1?
  5. Armor Encumbrance

    I'd forgotten about this. Have you watched the video of their arrow tests? It's rather amazing how resilient this armor is. However, while it stops arrows, it shows wear pretty obviously, so you'd have to have armor breakage rules to simulate the tears that accumulate over many attacks. I'd agree with 4rPD, but with a chance of failure after use. Perhaps an activation role on a scale with how many times it's been hit?
  6. 6e1 Binding Repair?

    I've found all kinds of stuff about book binding repair, and talked to my librarian friend about it as well. I'm going to try to repair it on my own. I'll let you now how it goes.
  7. Armor Encumbrance

    I was wondering about something like movement as well as SPD penalties. The SPD is pretty harsh, so maybe just DEX penalties that affect the order to act if everyone has the same SPD. I'm just spitballing at this point, and trying to gather ideas.
  8. Armor Encumbrance

    I actually want just the opposite, hence the original post. I'm looking for, as Chris suggests, more down-to-earth constraints to armor. Low fantasy, I guess, if I have to label it.
  9. Armor Encumbrance

    Those are all great points. Here's one thing I've been considering, and would like to get some ideas about it because it's potentially very punitive: actually reducing SPD when the weight of armor surpasses a certain % of the character's STR. I thought about reducing DEX, and in terms of figured characteristics in 5e and before, this would amount to a reduced SPD, but they've been unlinked in 6e, so I've been thinking about what sort of actual penalties might apply to armor. As you point out, the weight itself is not as much as myth tells us, but in the first link I gave in the OP they suggest that the weight on the legs alone would, as you say, at the very least reduce the rate of movement. But would it reduce the number of moves (SPD)? Is that even reasonable to consider for a campaign ground rule?
  10. Armor Encumbrance

    I just saw two documentaries that are really changing my mind on these issues of armor and weapon interactions! Reclaiming the Blade: https://www.youtube.com/watch?v=7hLMExBQAbk Back to the Source: https://www.youtube.com/watch?v=mmTi-NGQNh8 Just FYI.
  11. Armor Encumbrance

    If you look at the link I give in the OP, it suggests that although armor was equally distributed, there was a great deal of weight on the legs, which made the whole affair more burdensome. If you imagine hiking with a large pack, and then add 5 pound weights to each ankle, you get the idea. So it could have been a lot more tiring that previously thought. But not as bad as the myths about full plate being too heavy to move. So, I'm trying to develop a city-based campaign, perhaps using Valdorian Age and a cross between the city of Elweir and Sanctuary from the Thieves' World series of books. In general, armor just doesn't belong in a city, as discussed in this thread: http://www.herogames.com/forums/topic/95995-why-are-you-wearing-that/. I'd like there to be real tradeoffs for wearing armor. I think the DEX penalties for stealth alone would be a good start, but since it's a gritty, dark sort of setting for hero level characters, I'd like it to be more skill-driven than hack-and-slash-driven. More ideas would be a great help!
  12. I'm not sure if you've gotten the answer you're looking for yet, but when I ordered the book and pdf I got the full color 6e hardcover.
  13. Searching the Store?

    Is there a way to search the Store as before? The "search" feature doesn't allow for searching for items, even when using the "all content" option. Thanks in advance, brain
  14. Store is Broken

    There's actually another problem with the store refusing to ship to people. When I tried to order a book it said that they could not ship to my address in Illinois. Someone else posted with the same problem here: Any idea what's going on?
  15. Store Problem: THRILLING HERO ADVENTURES Won't Ship to Me

    I got the same thing with Ghosts, Ghouls and Golems. I haven't heard back yet about how it'll get resolved.
  16. Champions Character Cards Kickstarter Project Live!

    The main reason I ask is because I don't need 3 packs, but if that's required, or if the $10 add-on is required, I'd happily pay that to get the stretch goals.
  17. Champions Character Cards Kickstarter Project Live!

    Quick question: in order to qualify for the stretch goals, are we required to back at a specific level, or the additional $10 add-on?
  18. Weapon Types vs. Armor Types

    I have it and a few others, and they're so old they're falling apart. They were all cheesy little books that look like they were produced on a typewriter and run on a mimeograph, but the material is so wonderful, and I didn't really care how it looked in the '80s. I should look at the new edition and see if it's any easier to read.
  19. Weapon Types vs. Armor Types

    This isn't so much a specific question as it is a request for feedback on how people have tried to introduce some granularity into armor and weapon selection. I know many of you have more experience with actual medieval weaponry and can offer some great insight. Fantasy Hero 6e offers some ideas on how to offer variety to weapons in a fantasy setting. On p. 205 it says: Bashing damage weapons: weapon automatically has +1 STUN Multiplier (or an additional +1) if the wielder succeeds with a STR (or DEX) Roll when he attacks; leather and plate armors only provide half PD against Bashing weapons Slashing damage weapons: weapon gains +1 DC (which counts as base damage) against targets with no Resistant Defense (or when it hits a Hit Location with no Resistant Defense) if the wielder succeeds with a STR (or DEX) Roll when he attacks; leather armors only provide half PD against Slashing weapons Piercing damage weapons: weapon is automatically Armor Piercing if the wielder succeeds with a STR (or DEX) Roll when he attacks (if weapon is already Armor Piercing, it becomes double AP); chainmail and like armors only provide half PD against Piercing weapons I like the ideas presented here, but I'm wondering how much variation is possible or even desirable when considering weapon types versus armor types. For example, I was always a "sword first" kind of fantasy player. This was D&D conditioning. Daggers and short swords were a stupid waste of time, and polearms were ridiculously awkward. What good was a mace, anyway? Long sword all the way, unless I was strong enough for a two-handed sword. And then all my weapon proficiencies went into that one single weapon. I went into this in a Weapon Speed discussion already. That was thoroughly beaten to death, but with lots of great insight. I'm hoping to get something like that here. I'm looking at this now with the idea that all those different weapons have different purposes. A sword isn't always the right option. Is your foe covered head to toe in plate mail? Clanging away with a sword will only get the sword broken. This is where a mace comes in handy, for instance. Or perhaps an axe, which can focus more chopping power against armor. Or a dagger for getting into the little gaps. Or armor piercing crossbow bolts. There are countless examples, each showing how what I used to think of as "stupid" weapon choices may actually be more reasonable. I'd like to promote more creative weapon specialization in my players, without it simply being an aesthetic/fetishistic choice based on what looks cool. I'm cool with looking cool, but I'd also like to have some incentive for selection of different weapons. For example, the older I get the more handy I realize an axe can be. It's a great tool in a lot of ways, and a pretty darn effective weapon too. Now I'd be more liable to grab an axe than a sword, and I'm actually trained in sword IRL. I suppose a sword can be used to break down doors or fell trees, but the axe is designed to do exactly those things. So by extension, what is it most effective against as a weapon? This then raises all kinds of new questions. Are there more than the 3 damage categories listed above that would be useful without overlapping too much? Is "chopping" different from "slashing"? Is there something a sword is better at than an axe? Is some armor more or less vulnerable to a mace? The converse question, then, is what armor types pair against what damage types? Which armors are more or less vulnerable to each type of damage? Is there really a difference between getting hit fully by an axe versus a sword (I mean really, not just in terms of dice rolled)? Do any of you have some ideas about armor types versus weapon types that have worked, or have you found the 3 categories listed above from Fantasy Hero 6e to be sufficient? I'm curious of your experience and insight.
  20. Weapon Types vs. Armor Types

    Funny thing is, I've had that book for over 30 years and forgot all about how useful it is. It actually does what Doc was suggesting with modifications to the armor rather than the weapons.
  21. Weapon Types vs. Armor Types

    But dang it, I'm trying to get everyone else to decide for me!
  22. Weapon Types vs. Armor Types

    So let me ask this: is there a difference, realistically, between a sword "slash," an axe "chop," a crossbow bolt's "pierce," or a mace's "crush" against plate mail? Do they have the same effect, or is there a distinguishable difference?
  23. Preview of Champions Character Creation Cards

    This looks amazing! One suggestion I have is to make a colored rim around the edge of the cards corresponding to their category. It would make them quicker to identify with minimal shuffling while stacked in the deck. I love this idea and have been looking forward to it for a while. And if if it goes well, maybe do a Fantasy Hero deck. . . .
  24. Weapon Types vs. Armor Types

    That's really funny Chris, because my mind went to Phoenix Command as well, and I had a horrible experience with that! But the idea of crushing plate mail, as you say, or piercing chain mail, is partly what got my mind going. Do you see any difference between a sword chopping or stabbing against plate? As LoneWolf and you both say, it may be unnecessary bookkeeping, and may even be unfairly applied. But I'm just brainstorming at this point and am hoping for some ideas I hadn't considered. Im starting to lean toward players using the powers rules to design their own weapons, with very clearly defined damage types, advantages, and disadvantages. The weapons table in FH6e is built this way anyway, so I may let them figure out their own granularity.
  25. Weapon Types vs. Armor Types

    And here I thought this was going to be a fun conversation.