Deleriad
Mongoose
Pete Nash said:So armour does restrict the wearer to some degree. But those who use such protection, practice in it regularly to minimise its effect. The question is, how do you model that using MRQ?![]()
Exactly, especially since what we're talking about it is a game, not a simulation. The problems with the ASP seems to be extensive. One is that people don't believe in general that armour can be that hindering. Another is that players seem to want to be able to use armour without being hindered by it. The third is that with precise attacks to bypass armour, armour seems if anything to be more of a hindrance than a help. Yet another is that although the system is fairly simple to eyeball it implies that the more locations a character has, the more armour hinders then. A Fachan is less hindered by plate armour than a Scorpion Man for example. Finally, the penalty is pervasive (affects nearly every roll you are likely to make in combat) and awkward - having to deduct 17% from everything is a right pain. It is probably the only penalty in RQ which isn't a multiple of 5 or 10.
I very much doubt that a smooth, simple, playable, balanced and convincing system for representing the downside of armour exists in a RQ context. My response is then to simply bury it inside a generic ENC penalty and accept that there will be break points which can be exploited by mini-maxers.
In the last session, after chatting with players, I dropped ASP altogether and went with an ENC system.
Loaded = ENC > STR. While loaded, -10% to all relevant skills, -1 SR and MOV reduced by 1/4.
Overloaded (ENC >STR+SIZ), -20%, -2SR and MOV reduced by 1/2. I may also reduce the number of reactions by 1 and increase the activity level of all exertions by 1 as well.
Basically this tends to mean you can wear up to about 3APs without penalty. As a say, it's not exactly granular but I tend to prefer systems that have simple descriptions.