Morien
12-07-2016, 03:28 PM
Hi all,
I was thinking about how damage and armor interact in Pendragon, and I got to thinking about possible house rules which might speed up combat, too. I have a vague feeling that I have encountered the idea of armor reducing damage dice rather than a flat amount of damage before, but unfortunately I can't recall who and when.
So in principle, this would be just rescaling the armor a bit:
Gambeson: -1d6 (average 3.5, was 4)
Chain mail tunic: -2d6 (average 7, was 8)
Norman Chain: -3d6 (average 10.5, was 10)
Partial Plate: -4d6 (average 14, was 14)
Gothic Plate: -5d6 (average 17.5, was 18)
Knightly shield: -2d6 (average 7, was 6)
Small shield (targe, buckler): -1d6 (average 3.5)
Axe, hammer and mace would counteract one -1d6 reduction from the appropriate armor type.
So for instance, 5d6 knight hitting Partial Plate with a hammer (reduction -3d6 because of the hammer) would roll 2d6 for damage, which is quicker and easier than 5d6-(14-1d6).
The downsides of this system are obvious, though:
1) Since less dice are rolled, it averages the result more. Taking the above example, the knight could have, in principle, hit 30 damage (5 times 6) against 8 (14-6) armor for 22 points of damage. Now, the maximum he'd hit is 12. Granted, he benefits from the minimum damage being 2, rather than just 'ping' from the armor. This is actually not that huge an effect, though, since in the above example, 80% of the hits would be in the 2-12 damage range. So you could say that it cuts down on the 'useless' rolling, although one downside is that a knight with a chainmail and a shield is invulnerable vs. 4d6 spearmen. This was almost the case even before, where the knight had just about 25% chance of taking a minor scratch on a hit. However, since the knight is unlikely to get his shield against multiple spearmen, they would still remain a threat until Partial Plate, which might also be when the footmen start using something bigger than just a spear, too, like a halberd/bill, and shields start becoming rarer amongst the knights.
2) You'd need a new way to calculate Knockdown. However, since Knockdown is already one of the reasons why SIZ rules supreme amongst the stats, redefining Knockdown and putting more emphasis on DEX might be a good thing. For example, 4d6 has about 1-in-6 chance of triggering a knockdown roll for a SIZ 18 guy, whereas 5d6 has a 50% chance and 6d6 has 80% chance.
a) This is about equivalent to rolling 1d6+(3*damage dice) to trigger a knockdown. Or in other words:
4d6: 12+1d6 (or the first damage die)
5d6: 15+1d6 (or the first damage die)
6d6: 18+1d6 (or the first damage die)
That is, if you wanted to keep it about the same as it was.
b) If you don't mind altering it a bit more, you could simply take the average of the damage die and say that the knockdown is triggered if the SIZ is same or less than:
4d6: 14
5d6: 18
6d6: 21
Downside of this is that a SIZ 15 knight can pretty much just laugh at the spearmen trying to poke him, although some of them would get past his shield.
c) Or, an even simpler way, a knockdown is triggered on any hit, but you roll vs. (DEX + SIZ)/2. This gives those SIZ 18 monsters a bonus for being big and bulky, but if they are not nimble on their feet, they can fall, too. Downside of this is that it adds a second roll each time you are hit rather than just some of the time, but it is a quick roll, since it is always the same, and you can roll it while the GM is rolling damage or vice versa. I think this would be my preference, to keep those 4d6 spearmen able to trip the knight if they manage to swarm him and poke him while he is down.
Anyway, I don't personally feel any need to shift to the above system from basic Pendragon, but I was interested more in this as an intellectual exercise, out of curiosity how it would work out. Also, it might have its uses in a convention type game, where you want things to move quickly and not spend too much time rolling a handful of d6's for damage. :) If anyone has tried something like the above system, I would be very interested in hearing how it worked out!
I was thinking about how damage and armor interact in Pendragon, and I got to thinking about possible house rules which might speed up combat, too. I have a vague feeling that I have encountered the idea of armor reducing damage dice rather than a flat amount of damage before, but unfortunately I can't recall who and when.
So in principle, this would be just rescaling the armor a bit:
Gambeson: -1d6 (average 3.5, was 4)
Chain mail tunic: -2d6 (average 7, was 8)
Norman Chain: -3d6 (average 10.5, was 10)
Partial Plate: -4d6 (average 14, was 14)
Gothic Plate: -5d6 (average 17.5, was 18)
Knightly shield: -2d6 (average 7, was 6)
Small shield (targe, buckler): -1d6 (average 3.5)
Axe, hammer and mace would counteract one -1d6 reduction from the appropriate armor type.
So for instance, 5d6 knight hitting Partial Plate with a hammer (reduction -3d6 because of the hammer) would roll 2d6 for damage, which is quicker and easier than 5d6-(14-1d6).
The downsides of this system are obvious, though:
1) Since less dice are rolled, it averages the result more. Taking the above example, the knight could have, in principle, hit 30 damage (5 times 6) against 8 (14-6) armor for 22 points of damage. Now, the maximum he'd hit is 12. Granted, he benefits from the minimum damage being 2, rather than just 'ping' from the armor. This is actually not that huge an effect, though, since in the above example, 80% of the hits would be in the 2-12 damage range. So you could say that it cuts down on the 'useless' rolling, although one downside is that a knight with a chainmail and a shield is invulnerable vs. 4d6 spearmen. This was almost the case even before, where the knight had just about 25% chance of taking a minor scratch on a hit. However, since the knight is unlikely to get his shield against multiple spearmen, they would still remain a threat until Partial Plate, which might also be when the footmen start using something bigger than just a spear, too, like a halberd/bill, and shields start becoming rarer amongst the knights.
2) You'd need a new way to calculate Knockdown. However, since Knockdown is already one of the reasons why SIZ rules supreme amongst the stats, redefining Knockdown and putting more emphasis on DEX might be a good thing. For example, 4d6 has about 1-in-6 chance of triggering a knockdown roll for a SIZ 18 guy, whereas 5d6 has a 50% chance and 6d6 has 80% chance.
a) This is about equivalent to rolling 1d6+(3*damage dice) to trigger a knockdown. Or in other words:
4d6: 12+1d6 (or the first damage die)
5d6: 15+1d6 (or the first damage die)
6d6: 18+1d6 (or the first damage die)
That is, if you wanted to keep it about the same as it was.
b) If you don't mind altering it a bit more, you could simply take the average of the damage die and say that the knockdown is triggered if the SIZ is same or less than:
4d6: 14
5d6: 18
6d6: 21
Downside of this is that a SIZ 15 knight can pretty much just laugh at the spearmen trying to poke him, although some of them would get past his shield.
c) Or, an even simpler way, a knockdown is triggered on any hit, but you roll vs. (DEX + SIZ)/2. This gives those SIZ 18 monsters a bonus for being big and bulky, but if they are not nimble on their feet, they can fall, too. Downside of this is that it adds a second roll each time you are hit rather than just some of the time, but it is a quick roll, since it is always the same, and you can roll it while the GM is rolling damage or vice versa. I think this would be my preference, to keep those 4d6 spearmen able to trip the knight if they manage to swarm him and poke him while he is down.
Anyway, I don't personally feel any need to shift to the above system from basic Pendragon, but I was interested more in this as an intellectual exercise, out of curiosity how it would work out. Also, it might have its uses in a convention type game, where you want things to move quickly and not spend too much time rolling a handful of d6's for damage. :) If anyone has tried something like the above system, I would be very interested in hearing how it worked out!