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View Full Version : Does the Armour of Honour...



Vedrenne
04-24-2012, 03:28 AM
...protect against falling damage?

KAP 167 - "provides him with 3 points of magical protection against all physical damage."

Falling damage is physical damage is it not?

I am playing devil's advocate with myself as I don't believe it should but am curious if it would!

Cheers

Morien
04-24-2012, 08:54 AM
In Our Campaign, Armor of Honor protects practically against everything. I think there was even a note in the rulebook (or was it an earlier edition) about AoH protecting against poison damage! Hmm. I think drowning might be the exception, but I am not sure if we haven't applied it for that as well. 'I am Lancelot. And I can breathe under water.' That's why they call him Lancelot of the Lake, no doubt. :P

When a PK is unhorsed and rolls 3 points or less in falling damage, his AoH protects him utterly. We call this 'landing on your honor'. :)

Sir Pramalot
04-24-2012, 09:14 AM
I allow Armour of Honour to be used whenever normal armour is used. So not when you fall off a horse etc,.

Using it all the time is more logical but I found it lead to certain problems. In tied critical melee rolls both combatants take 1d3 damage, through armour. AOH effectively renders all knights immune to that, and as AOH is not that hard to get, effectively makes the rule redundant. You then either have to increase the damage or rule that AOH can't be used in such situations. I chose the latter and applied the same thinking to all "through" damage.

EDIT - I allow the Double Feint tactic, which on occassion allows you to bypass armour completely. In such circumstances I would allow AOH, so yes my logic is illogical. :)

silburnl
04-24-2012, 12:30 PM
You then either have to increase the damage or rule that AOH can't be used in such situations [tied crits]. I chose the latter...

I chose the former option - tied crits do 1d3+3 IMG. It's pretty marginal I think but I like how it gives RT knights a slight edge in high skill combats.

I also allow AoH to resist any source of damage - it's a mystical benefit so I regard it as the cosmos tending to cushion it's favoured sons slightly.

Regards
Luke

Sir Pramalot
04-24-2012, 01:46 PM
You then either have to increase the damage or rule that AOH can't be used in such situations [tied crits]. I chose the latter...

I chose the former option - tied crits do 1d3+3 IMG. It's pretty marginal I think but I like how it gives RT knights a slight edge in high skill combats.

I also allow AoH to resist any source of damage - it's a mystical benefit so I regard it as the cosmos tending to cushion it's favoured sons slightly.

Regards
Luke


To avoid all ambiguity and streamline the rule, I'm thinking of doing likewise (using this suggestion).

Out of interest are you using 1d6 for tied fumbles or modding that also? Furthermore what about flail fumbles?

Vedrenne
04-26-2012, 03:37 AM
Thanks everyone for feedback and personal applications in your games. I am leaning more towards the 'works against all damage sources' position also.

Greg Stafford
04-30-2012, 11:43 PM
...protect against falling damage?

Yes