Difference between revisions of "Mano a Mano:Armor and Weapons"

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(Armor and Weapons)
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===Armor and Weapons===  
 
===Armor and Weapons===  
 
   
 
   
'''Sharpness''' determines how many hit points go into the stun and lasting pools from the "penetrating attack power" (the attack power that gets through the targets absorb modifiers.)  0 sharpness means all of the hit points go into the damage pool.
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;Sharpness: Sharpness determines how many hit points go into the stun and lasting pools from the "penetrating attack power" (the attack power that gets through the targets absorb modifiers.)  A sharpness of 1/6 means that every sixth point of damage is lasting and the rest are stun. A sharpness of 1/3 means that every third point of damage is lasting, and the rest are stun. A sharpness of 2/3 means that every third point of damage is stun and the rest is lasting.  A sharpness of 5/6 means that every sixth point of damage is stun and the rest is lasting.
  
Negative sharpness (-1 and below) is the number of hit points that go into the stun pool; the rest of the effected hit points go into the damage pool. For example, if Mr. A hits Mr. B with 5 penetrating attack power and -2 (negative two) sharpness, 2 of character B's hit points go into his stun pool, and 3 go into his damage pool.
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;Armor: Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor worn, and any item used to actively defend that has a cover modifier, has a chance of blocking an attack. Each piece of armor is sorted from the highest absorb modifier to the lowest (unless that piece is being used to actively defend.) For each item in the list - starting with the first - compare the success level of the attack to the cover modifier of the item plus the cover modifier of all of the items before it. If the total cover modifier is greater than the attack's success level, then the attack is "blocked" by that item, and no other items should be checked. If the total cover modifier is equal to the attack's success level, then the attack is "half blocked" by that item and "half blocked" by the next item (if there is one.)
  
Positive sharpness is extra damage in addition to the hit points moved to the damage pool. (All of the affected hit points are moved to the damage pool.) For example, if Mr. B is hit with a penetrating attack power of 7, and the attack has 3 sharpness, Mr. B's player puts 10 of Mr. B's hit points in the damage pool.
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;Organizing Armor: One piece of armor can be treated as several pieces of armor that have the same absorb modifier, if the several pieces cover modifiers add up to the single piece's cover modifier. Several pieces of armor, that cover the same area of the body, and have the same cover modifier, can be treated as one piece, with the same cover modifier. This one piece of armor will have an absorb modifier, equal to the absorb modifiers of the several pieces added together.
  
'''Damaging Equipment''' - When a weapon or armor is hit (by a successful attack, absorbing attack power, or hitting too hard,) the item's absorption is reduced by the attack power, minus the item's toughness. If the item's toughness is greater than the attack power, then the weapon loses no absorption at all.
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:How to do it: divide each piece of armor into different areas that do or don't overlap other pieces of armor, then Combine the overlapping pieces. For example, if you have partially overlapping leather and chainmail armor, then you would have an area protected by leather and chainmail, an area protected only by chainmail, and an area protected only by leather. Each of these areas should be treated as a separate piece of armor.
 
 
'''Breaking Equipment''' - If the item is hit by more attack power than it has absorption, the item breaks. Usually this means that the item's reach modifier, parry modifier and cover modifier are halved, and 3 is subtracted from sharpness and heft.
 
 
 
'''Hitting Too Hard''' - If the attack power of an attack with a weapon is greater than the attacking item's toughness, and if the target's absorption is equal to or greater than the weapon's toughness, then the weapon is damaged instead of the target.
 
 
 
'''Blocking''' - If the defense fails, (or if the cover modifier of the item is greater than the attack's success level,) then the attack is "blocked." This means that the item's absorption is subtracted from the attack power of the attack. If this happens, the item loses same amount of absorption as the attack power it absorbed.
 
 
 
But, if the cover modifier is equal to the attack's success level, then half the item's absorption is subtracted from the attack power, and the item still loses absorption based on the amount of attack power it absorbed.
 
 
 
'''Armor''' - Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor worn, and any item used to actively defend that has a cover modifier, has a chance of blocking an attack. Use this rule instead of the blocking rule when the character has armor:
 
 
 
Each piece of armor is sorted from the highest absorb modifier to the lowest (unless that piece is being used to actively defend.)
 
 
 
Beginning with the item used to actively defend (if any), followed by the sorted list of armor pieces, compare the success level of the attack to the cover modifier of that item plus the cover modifier of all of the items before it.
 
 
 
If the total cover modifier is greater than the attack's success level, then the attack is "blocked" by that item. If the total cover modifier is equal to the attack's success level, then the attack is "half blocked" by that item and "half blocked" by the next item (if there is one.)
 
 
 
'''Organizing Armor''' - One piece of armor can be treated as several pieces of armor that have the same absorb modifier, if the several pieces cover modifiers add up to the single piece's cover modifier. Several pieces of armor, that cover the same area of the body, and have the same cover modifier, can be treated as one piece, with the same cover modifier. This one piece of armor will have an absorb modifier, equal to the absorb modifiers of the several pieces added together.
 
 
 
How to do it: divide each piece of armor into different areas that do or don't overlap other pieces of armor, then Combine the overlapping pieces. For example, if you have partially overlapping leather and chainmail armor, then you would have an area protected by leather and chainmail, an area protected only by chainmail, and an area protected only by leather. Each of these areas should be treated as a separate piece of armor.
 

Revision as of 11:50, 28 June 2007

Armor and Weapons

Sharpness
Sharpness determines how many hit points go into the stun and lasting pools from the "penetrating attack power" (the attack power that gets through the targets absorb modifiers.) A sharpness of 1/6 means that every sixth point of damage is lasting and the rest are stun. A sharpness of 1/3 means that every third point of damage is lasting, and the rest are stun. A sharpness of 2/3 means that every third point of damage is stun and the rest is lasting. A sharpness of 5/6 means that every sixth point of damage is stun and the rest is lasting.
Armor
Any equipment with a cover modifier greater than 0 can be considered armor. Every piece of armor worn, and any item used to actively defend that has a cover modifier, has a chance of blocking an attack. Each piece of armor is sorted from the highest absorb modifier to the lowest (unless that piece is being used to actively defend.) For each item in the list - starting with the first - compare the success level of the attack to the cover modifier of the item plus the cover modifier of all of the items before it. If the total cover modifier is greater than the attack's success level, then the attack is "blocked" by that item, and no other items should be checked. If the total cover modifier is equal to the attack's success level, then the attack is "half blocked" by that item and "half blocked" by the next item (if there is one.)
Organizing Armor
One piece of armor can be treated as several pieces of armor that have the same absorb modifier, if the several pieces cover modifiers add up to the single piece's cover modifier. Several pieces of armor, that cover the same area of the body, and have the same cover modifier, can be treated as one piece, with the same cover modifier. This one piece of armor will have an absorb modifier, equal to the absorb modifiers of the several pieces added together.
How to do it: divide each piece of armor into different areas that do or don't overlap other pieces of armor, then Combine the overlapping pieces. For example, if you have partially overlapping leather and chainmail armor, then you would have an area protected by leather and chainmail, an area protected only by chainmail, and an area protected only by leather. Each of these areas should be treated as a separate piece of armor.