Showing posts with label armor. Show all posts
Showing posts with label armor. Show all posts

Sunday, 4 October 2015

Wizardry Demands Cosplay

Having discussed the armor-mobility tradeoff, another balance issue in fantasy games is whether wizards get to wear armor.

In editions of D&D up to 2nd, the explanations were as vague as hit points. The metal in armor disrupts magical energies;the encumbrance limits the wizard's gestures; you need training to wear armor, which the wizard doesn't have. While earlier editions ignored the rather obvious exceptions to the first two explanations (wear leather armor; cast spells without gestures), the third eventually became canon, starting with 3rd edition. With the rationalization of this rule came the rationalization of the way out. If the wizard becomes proficient in stomping around heavy armor, at the expense of more class-appropriate character development, he or she can certainly wear it.

These game-world reasons, though, are maybe besides the point. Their slow development over time shows that a stronger reasons is game balance. More specifically, class role protection. A wizard should have reasons within the game mechanics to act like a wizard, lobbing spells from the back row, protected by tougher characters up front. So, we make the wizard weak in single combat; fantasy artillery.

But I think there's a third reason. Wizards need to look like wizards, and the archetype of a wizard (unlike a knight, or a cleric militant) has nothing to do with armor.



Here's what convinced me: Let's accept the "game balance" reason and any of the game-world reasons of conductivity, encumbrance, or training. How would the strategic wizard dress for adventure or the battlefield?

Remember, this is a world where a spell-caster can turn the tide of battle, if not interrupted by a well-timed arrow. So your wizard is standing there like the officers of Napoleonic warfare, in a bright costume of visibility and authority, ready to be picked off. In civilization things are not much better; sometimes wizards are respected, other times they're burned at the stake. The logical, rational play is to dress your wizard normally - as a goose girl, traveling peddler, pack bearer, or whatever. Letthe magic do the talking, when it needs to.

Indeed, these considerations (or maybe just the inconvenience of flowing robes and a tall hat in a cave crawl) seem to have come into play designing the Ral Partha line of official AD&D 2nd edition miniatures. In keeping with the mundane fantasy-realism of that period, the "adventuring mages" and "wandering sorcerers" all sport practical breeches-and-jerkin combos, with nary a horned headdress or navel gem in sight,


Well, to hell with that! Wizards should be flamboyant, identifiable; that should be their mark, their pride, their penalty. It's not that armor encumbers or disrupts the magic, but it'snot part of the outfit. And the outfit is necessary for the magic to work - the wizard needs to feel like a wizard, needs the ritual vestments of the role in order to believe and have the forces of the universe believe. This is a principle of hermetic ritual magic (pdf) and it is a good reason in a game world as well.


What can wizards look like? They can go for shabby but unmistakably sorcerous, like Gandalf; they can dress like a god, a priest, a performer, an extreme dandy; they can show too much skin or cover up too much skin. This series of photo posts gives a good idea.

The "cosplay" rationale also means that there are certain type of armor wizards can wear. If flamboyant, impractical, otherworldly, then the armor can be worn, but it's likely to give less protection for more restriction of movement. For example:



I would rule this "ritual armor" as costing 10 times as much as light (leather) armor and either encumbering as medium armor, to a move of 9" (Bam and Biggs) or giving only 1 rather than 2 points of protection (Cher).

Friday, 25 September 2015

Armor vs. Mobility

D&D and many other fantasy skirmish combat rules include a delicious tradeoff between protection and movement in choice of armor.

Even "D&D for Dummies" says so (via Google Books)

This tradeoff shines brightest when the DM applies old-school logic and throws in monsters that can't be defeated in a toe-to-toe combat, but can be run from. Each armor-wearer has to decide whether their armor makes them half as likely to be hit by low-level grunts, or lets them get away from slow and overpowering monsters.

The weird thing is that in  D&D up to 3.0, plate mail is really not that expensive compared to the tons of treasure you are required to harvest to level up (xp from monsters being stingy). So cost doesn't figure much in the tradeoff - especially given that armor is a common form of loot. In my campaign, armor is expensive and monsters and carousing count for more, so treasure amounts can be moderate at early levels; character typically get access to medium armor around level 2 and heavy around level 3.

The other weird thing is that as you get magic armor, the tradeoff disappears - it gives both greater protection and mobility. In my campaign, magic items are rare and the standard improved armor comes in either dwarven steel (+1 to armor class) or elven steel (+1 mobility class), where each bonus is valuable separately.

But hold on! Isn't the mobility-protection tradeoff overhyped when you look at actual medieval armor?

Plate armor wasn't all that restrictive of movement.
Armor didn't have to be expensive.
Wearing armor slows speed only through increasing fatigue.



And leather armor affording the same protection as metal, although lighter, would restrict movement in the same way, because to be effective at all against weapon it had to be thick, or treated through boiling to become a hardened material.

Well, the sovereign answer to all of this is that gaming combat doesn't have to be realistic - in fact, should include any and all misconceptions that are crucial to a fictional genre.

But here's the more satisfying answer: the mobility tradeoff is true on a large scale and over the long haul. Along with time and distance scales and archery ranges, this assumption built into D&D seems to be imported wholesale from the larger-scale wargames both Gygax and Arneson were most familiar with.

So while a heavily armored fighter can indeed run around and do jumping jacks, they tire a lot quicker from that activity. And being able to sustain a pace is what matters for a unit-based wargame where turns are a matter of minutes.

So in a gaming context there are three situations where movement matters.

1. Exploration and long-distance travel. Over ten-minute turns, hours or days, fatigue and needing to rest would definitely slow an armor-wearing person to about half the move a non-armor-wearer.

2. Tactical movement in combat. Here,movement from one foe to another, to flank, and so on tends to be short and sporadic. I've noticed that movement rates in dungeon combat, even if cut short to reflect being cautious and the possibility of making an attack. In a 30'x30' room, a plate-armored fighter's six 5' squares are enough to cover just about any kind of tacical movement needed, and an unarmored 12 squares are just excess. So even though the lobster-plated guy is entitled to more because fatigue's less likely to come in, it probably won't interfere -least of all if you are using area positioning or "theater of the mind" to run combat.

3. Hauling ass. In chase situations, armor and load will determine who catches up or gets away, and while it makes a slight difference in timing whether this is due to fatigue or movement, the ultimate effect is the sme,

4. Charging. Again, realistically an armored fighter making a long charge might suffer a round or so less of arrows and spells from the defenders before closing than their low  movement rate would indicate. But it's likely they would get there in less than full fighting trim. So, the slower movement here can reflect the fighter conserving energy.

In short, "realism" is often invoked as a reason to "fix" D&D but in this case I think the stark simplicity of the speed/armor tradeoff. If you want to cover short-term speed bursts I recommend ruling that you can move as unarmored in armor, but take 1 hp nonlethal fatigue damage per level each round you do so, that can be regained at 1 hp/level with each round of rest.

Sunday, 13 November 2011

Equipment and Weapon Cards - System-Free

I realized yesterday that it might be more useful if I left off all the One Page prices, weights, and rules assumptions from these cards, so that you can put on them whatever's appropriate in your rules system and campaign.

The weapon kits, of course, can't be system neutral entirely. For example, the "civilian" kit for wizards has a crossbow, the "rogue" kit for thieves has a bow and arrows, choices not supported by AD&D. I also included the mace in the "cleric" kit but some DMs may allow religion-specific weapons. You may want to substitute appropriate weapons (darts, sling) or just say that the weapon is for hirelings or other party members to use.

Hope these are useful!

Monday, 10 October 2011

One Page Equipment, Weapons, Armor


As promised, for those following along at home. Probably the one page of these that's most "detachable" from the system is the equipment page. I find that this distribution of the standard adventurer equipment into six little packages really speeds up preparation for one-shot dungeon crawls. It would be even nicer, I guess, if each equipment package was represented on a separate card...

Friday, 11 February 2011

Defenses and 4E

As part of our complicated stateside travels, the spouse and I stopped into a friendly local gamestore last night (Fun-n-Games in Blacksburg, VA) and took up an invitation to help make up the four-player quorum in a D&D Encounters session.

I don't think it's a particularly new observation that the Fourth Edition is not The Devil. Indeed, the DM worked a few social skill checks into the lead-up to the combat (defending innocent caravaneers against a flock of stirges) and the system, I think, could be adapted to roleplaying in the classic style with no need for artificial skill challenges. The game does put things out front and center and gives even starting players a wealth of obvious, individual, heroic strategic options, as opposed to having to figure out that in order to survive you must soak a mule in lantern oil, tie a charmed torchbearer to it, and lure the hobgoblin squad back into your ambush point where you roll spiked barrels full of rocks on them. So, it's a beginner-friendly game that more than anything resembles GURPS.

We skulked away clutching our participation prizes, which will be useful as apotropaic repellents should we ever be ambushed by zombified grognards. The Fortune Cards, though, were not as fun to add "in bed" to as fortune cookies.

The 4E system puts the fortitude, reflex and will saving throws on the same mechanical footing as Armor Class (all four are "defenses" against different types of attacks). This does bring up something I have wondered about. In classic D&D, dodging a lightning bolt is a "saving throw" that goes up by level, while dodging a sword swing depends on "armor class" that doesn't go up by level.

This doesn't seem quite right. If anything, the distinction should be between the defensive nature of armor (protects regardless of the wearer's awareness, might not work against beam-type spell effects) and agility (needs awareness and freedom to dodge, but more able to escape spell beams and other metaphysical ills). You can see this ambiguity in how attack-type traps are handled in pre-3rd edition D&D; sometimes a peril like a swinging blade or arrow trap is handled as "survive a hit roll as from a 5th level fighter" while other times it is "save vs. petrification or take 2d8 damage."

The next revision of my own game system will most likely do away with saving throws against physical contact - though things like poison and charm, testing resistance of body or soul itself, will still use them. Instead, effects that depend on physical contact may "ignore armor" (lightning bolts, for example), going against only the dexterity bonus and any magical protections. Or they may include armor (fireballs, for example) and so require some form of hit roll to do full vs. half damage. Dexterity bonuses, of course, will be ignored for unaware, unconscious, or incapacitated victims. This goes hand in hand with my plan to give small dodge-based AC bonuses to rogues (and possibly fighters too) as they go up levels.

I guess the question is, does it matter who rolls the d20 - the bolt caster, or the thief jumping away?

Oh yes, the nonviolence comments inspired me to start work on a whole damn nonviolent adventure generation system, in place of the single nonviolent adventure. That, I swear, will be the next post.

Friday, 24 September 2010

Stop. Hammer Time.

Everyone's favorite short-breathed hackmaster, the Hog Slicer Guy, is back with a warhammer demonstration that tempts me to put the armor penetration rules for axe/mace/hammer back into my game. (They were a little too arcane to remember when rubber hit the road.)