Chainmail

PhilHibbs

Mongoose
Chainmail: Woven metal links which, whilst heavy, are flexible
and more durable than armour relying on a leather base.
This description doesn't have any rules effect, does it? The SR penalty is quite high for wearing chainmail.
 
Lord High Munchkin said:
It's a bit high really for only a moderately heavy (in weight) armour, which is by nature highly flexible.

I wear mail on a regular basis and while it is technically lighter than plate it feels heavier due to the fact it hangs off your shoulders rather than being distributed around your body.

Though having said that I kinda dislike the armour penalty rules anyway as in my experience armour does not really make you slower you just tire out a lot quicker
 
That sounds like it potentially hasn't been well-fitted (as I haven't seen it). Are you using 'points' or leather "constriction" straps? Both were historically used to make the chain more "form-fitting" and thus distributed.

Medieval European chain was typically a scratch under 20 lbs. for a short hauberk. The Wallace Collection in London has several examples, all generally around the 18-25 lbs. range. (search under "mail").

Please bear in mind that modern chain of the sort that SCA'ers use is not (as far as I know) riveted, but rather butt-jointed (as was admittedly some Far Eastern chain), thus has to use a much heavier gauge of wire to support its own weight.

Not being riveted makes a HUGE difference to the weight.
 
I wear a mild steel riveted hauberk, not a haubergeon so it has full sleeves and goes down to my knees.

The only thing I used to help weight distribution is a belt. I do 10th century norse and there is little evidence of them using any other methods to help matters.

However it might just be my imagination that plate feels lighter as I have not worn it nearly as often as iv worn mail
 
Before we all get up into our re-enactor/armchair historian mode... the SR penalty rule is only there to provide some sort of reasonable consequence for the wearing of armor, and to make the consequence higher for better-protective armor, in some sort of linear and predictable fashion. That's all.

It isn't supposed to be a perfect simulation; just to provide a drawback of some kind to balance out the benefit of armor. "Tires you out" isn't an effective consequence for a game, because many fights in MRQII don't last as long as battles did historically. % to skill penalty didn't work well in MRQI (as you know if you played that version). So they had to try something else.

I think the SR penalty, while not perfect, works quite well. The penalty is based solely on total APs. It has nothing to do with the fluff in the description. You could spend forever debating this type of armor vs that type, weight materials flexibility butted riveted eastern western oh and what about the byzantines nar nar nar. But since it's actually a game balance issue, none of that matters at all, really.
 
Cassius said:
Though having said that I kinda dislike the armour penalty rules anyway as in my experience armour does not really make you slower you just tire out a lot quicker
I made a house rule that use the armor penalty* as a penalty on CON to calculate the frequency of fatigue test.

So if bob (CON 12) wear an armor with -6 penality, he roll a fatigue test after 6 rounds (12-6) of heavy activity or 6 minutes of medium activity

- If he wear his armor all the day, he must roll to stay awake after only 16 hours (CON+10=(12-6)+10).
- After 24 hours with his armor, he'll become thirsty (CONx4=6x4)


* in fact, i don't use armor penality but a total ENC penality !
 
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