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NoizyDragon's avatar

These rules make non-magical damage types matter, unlike 5e, where they exist without any distinct function.

Try to remember that these tend to work both ways. Wearing the wrong armor to a battle can give the advantage to the adversary before knowing what weapon they wield.

These rules assume an abstract attrition system for health/damage status. Some fettling may be required to adapt to a hit location specific system.

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Fedmar's avatar

Oh nice! Although, wouldn't it make more sense to have armor reduce the effectiveness of one specific type of weapon? Sure, it complicates the math a bit, but it makes things like wearing plate on top of gambeson (which is very historic) feasible and easy to manage.

Also, how do you work helmets and shields into this? I get it's a minimalist system, but to me, that bit of character customization matters a lot.

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