Showing posts with label Arms and Armor. Show all posts
Showing posts with label Arms and Armor. Show all posts

16 March 2021

Weapon vs Armor Adjustments

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Dan Collins at Delta's D&D Hotspot recently did a statistical deep dive into the weapon vs armor table in the 1e AD&D PHB. Essentially the numbers come from the Chainmail man to man melee table, but Gygax did his math wrong. This is why the numbers in the PHB don't even remotely reflect historical reality. The numbers in Chainmail aren't exactly historically precise either, but at least they feel like they could be reasonable.

In my last effort at putting together houserules for OSE I considered using a weapon vs armor table, but since the one in AD&D is so ridiculous I tried to make my own. To do this I thought about restricting AC just to specific armors as originally intended and have dex add to hp instead of con. However, in the end I decided against it because if AC equaled actual armor types then I would have to redo the AC for every single monster, which I wasn't about to do. So AC is an abstract concept representing how difficult it is, or how much effort is required, to actually cause a significant injury. I tried assigning specific +or- values to hit for each weapon vs armor types, e.g. giving +2 to hit chain for maces to represent the fact that the chain doesn't protect against bludgeoning weapons, but the padding underneath would. I found it too fiddly though, and I ended up giving certain weapons Target Specialization(granting advantage or disadvantage) vs certain armor types, such as chain, or padded, or plate, and this bonus would apply to monsters with a similar type of 'natural armor' like dragon scales, etc. So this is what I came up with:



So spurred on by Dan's analysis and by this post with a further conversion of the chainmail numbers, I decided to do my own take. 

First, since chainmail used a 2d6 as a basis we can assume that a 7 to kill is average. So going from there I extrapolated the probabilities of getting below or above seven and converted that to a bonus or penalty, numbers above 7 result in some -%, and numbers below seven result in some positive %:

then I took the numbers needed to roll a hit in Chainmail, resulting in a kill, and converted the 2d6 number to a % bonus or penalty. For the missile weapons I took an average value of all three ranges:

From this it's simply a matter of dividing by five to convert to a d20 to hit roll as +or-1 is the same as +or-5%. I ignored the values for shields as I have my own rules for shields and their use is very situational, as opposed to armor which is always there. So this is what the Chainmail values to kill would be converted as adjustments to hit:




Some of the numbers make sense to me, like the huge penalties to bows vs plate; its not really any of the numbers that bother me, but comparing them to each other. What's the difference bewteen a horse bow and a composite bow? I'm assuming a horse bow implies a bow used by the different steppe cultures, but all those bows were composite, so why have two listings? And why is the 2-handed sword better at killing someone in armor than the lance? That is so ridiculous. and why are the polearm and halbard so drastically different? did Gary not know that a halbard is a polearm? And the Spear, I mean come on. And the drastic differences between a mace, morningstar, and flail; why would weapons that are so similar have such huge differences in effectiveness? 

So, I think we can conclude that Gary set a few of these numbers based on what he knew about history and pulled the rest out of his ass. I think I'm going to stick with advantage/disadvantage as it better represents the vicissitudes of combat, rather than try to work this table so it represents reality.

20 January 2021

Complete List of Armours for OSE

Go to the Delvers and Denizens Index


A list of different types of armor that can be purchased from the Adventurers Guild, their AC and their price in silver denarius(d).


Armour

AC

Price

notes

Padded Barding

8

200d

Padded Coat

7

100d

Scale Coat

6

-

not found within known world, only in ruins

Chain Shirt

6

150d

Chain Barding

6

750d

Chain Coat

5

200d

Lamellar Coat

5

160d

only available in Emirate of Ylaruam

Coat of Plates

5

175d

Chain Suit

4

400d

Scaled Chain Coat

4

-

not found within known world, only in ruins

Plate Barding

4

2500

Only available from legendary craftsman in the largest cities

Plate and Chain Suit

3

800d

Suit of Plates

2

1000d

Only available from legendary craftsman in the largest cities

Jousting Suit

0

1000d

Only available from legendary craftsman in the largest cities

Helm

-

50d

When dealt death wound may save vs death and wound is only critical

Great Helm

-1

70d

When dealt death wound may save vs death and wound is only critical, surprised on 1/6

Wooden Buckler

-

10d

if trained in use of shields may block wounds, break when block serious wound

Reinforced Buckler

-

15d

if trained in use of shields may block wounds, break when block critical wound

Metal Buckler

-

20d

if trained in use of shields may block wounds, break when block death wound

Wooden Small Shield

-1

10d

if trained in use of shields may block wounds, break when block serious wound

Reinforced Small Shield

-1

20d

if trained in use of shields may block wounds, break when block critical wound

Metal Small Shield

-1

50d

if trained in use of shields may block wounds, break when block death wound

Wooden Large Shield

-4

35d

if trained in use of shields may block wounds, break when block serious wound

Reinforced Large Shield

-4

100d

if trained in use of shields may block wounds, break when block critical wound

Metal Large Shield

-4

200d

if trained in use of shields may block wounds, break when block death wound