Deleriad said:
There is an argument that RQ3 massively disfavoured dodge.
Not really though. Remember that RQ2 did not have a dodge skill at all. You had a "defense" (which was incredibly difficult to raise) which was a set amount that you simply subtracted from your foes (you had to divide it up among all attacks over a round).
Dodge actually was "king" in straight RQ3 because if you made your skill roll you avoided all damage. Period. Someone with a 130% or so dodge skill could effectively avoid taking damage from any opponent no matter how skilled or how much armor the dodgee was wearing (and honestly except for missile weapons, he didn't have much reason to wear any).
Ok. That's not technically true, since in straight RQ3, if your opponent rolled a special, you had to make a special dodge, or if he rolled a critical, you had to make a critical dodge. It was still incredibly powerful as a defensive methodology though. In fact, it was largely because of the overpowered nature of dodge in RQ3 that I implemented (or re-implemented if you will) the ability for characters to subtract their combat skill over 100% from their opponents dodge or parry skill (and vice versa of course!). A particularly annoying session where my mighty warrior with a 200+% skill could not kill a couple skeletons because they dodged every round and I didn't get lucky and special them (I *hate* "lucky guy wins" type mechanics, largely because I'm not a lucky die roller). They never failed to dodge, and I never rolled under the 40% value I needed to roll to overcome their dodge (well, for several annoying rounds that is).
Luck should play a part in combat rolls, but not
that much of a part... It's also one of the reasons I dislike simply using success level results in skill rolls. Those systems also end up being "lucky guy wins" systems. We all know the player who seems to always roll a crit or special when he needs to. We also all know the players who *dont*. Both types of players should get to enjoy the game...
As to the effects of armor on skill, I still think that most people are progressing from flawed assumptions about armor. The problem is that most game designers are basing their knowledge on the experiences of people who fight in SCA style tourneys. The problem with that is that most of the armor used in those type of fights are designed and built by people who think they are being historically accurate and basing their designes on museum pieces and drawings (often also based on museum pieces), which are horribly innacurate due to modifications to make them into pieces suitable for viewing instead of wearing. Many key components of armor that make them very wearable and usable are removed when they're put on display.
Because of that most armors worn in tourneys today are built "wrong". They work, but they don't work well. And those are the pieces that were actually built using some skill and effort. The vast majority are simply built to look good and only stand up to combat use becuase the wearers layers on massive amounts of padding, extra bits of cover, and other extraneous bits that result in a difficult to wear armor that protects sufficiently to be used in a "live steel" fight. Even those designed to be fought in from the ground up are built using designs that are inherently poor. They might have represented something someone would have worn for show, but not something someone would have actually worn in combat.
If you look at the typical armory's designs, you'll notice that almost all of them put the entire weight of the armor on the shoulders of the wearer, even in plate pieces where this makes no sense. They also make no effort to balance out the backweight and the front weight (breastpiece weighs more then the front piece, and is attached over the shoulders). This results in armor the presses down on the arms, seriously hampering range of motion *and* which pulls the entire mess forward, effectively putting the wearer constantly off balance. You can get used to fighting in this armor, but you will feel it and it will effectively reduce your skill.
Armor that is made correctly, regardless of style or period, can be worn with little or no padding underneath, will balance correctly on the torso, and does not inhibit range or movement of the limbs. And in any sort of ancient world campaign, we can reasonably assume that the armorers of the day would spend a lot more time and effort making their armor wearable to the user then is spent today (where it's mostly about looks). Basing skill decrements on how replica armor built today works is an incredibly bad decision. Ancient armor would simply not be that hindering, or it would not have been worn...