A Fantasy Campaign

The place to discuss using and abusing the first edition Mutants & Masterminds rules. Rules questions, rules interpretations, house rules, and more rules.
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BlackDragon1200
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Re: Armor

Postby BlackDragon1200 » Sat Aug 13, 2005 12:28 am

Rivalsan wrote:Actually - Chainmail was supposed to protect against slashing weapons and against pesky things like arrows (Crossbow bolts can cheerfully go through plate armor). It was the padding beneath that protected against blunt weapons.


While it is true that the amount of bludgening damage dealt by a claymore was often fatal, chainmail was still good at dissipating the force of blows as a lot of the energy is used up spreading the rings (chainmail is worm loose so the rings bunch together). Also while it was much better than plate at protecting from you from arrows they could still quite often puncture the chainmail.

the_masochist wrote:and thus came the reign of Rapiers, which could find chincs in the armor and strike vital points, while easily dodging the big clunking knights.

A reason why Short Swords were so effective.
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Malthusian
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Magic

Postby Malthusian » Sat Aug 13, 2005 4:23 pm

I created a magic-using character in my M&M campaign that has a couple of main abilities (i.e., defense, attack, transportation) but she also uses the gadgets power with the concept being she carries a spellbook.

It seems like a good use for a fantasy-type game.

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Spell Book

Postby Malthusian » Sat Aug 13, 2005 8:42 pm

You could use Gadgets as a spellbook-type effect, then adapt the Gadgets house rules that For Queen and Country and The General came up with:

:arrow: The Spellcaster with the 'Spellbook' power has a number of spell slots equal to his number of ranks in the power. He may have no more spells than he has number of slots.
:arrow: The Spellcaster has a total number of PP for his spells equal to his ranks in 'Spellbook' + his Intelligence score.
:arrow: The Player must decide what spells the character has before the game session begins, but may replace or change their spells if given sufficient time and resources (GM's discretion).
:arrow: The Spellcaster may only cast one spell per round.
:arrow: A spell cannot have a rank higher than the Spellbook power.

Basically, I guess this would work like D&D, where the spellcaster has to memorize the spell to cast it.

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Postby Grendal » Sun Aug 14, 2005 8:53 pm

the_masochist wrote:and thus came the reign of Rapiers, which could find chincs in the armor and strike vital points, while easily dodging the big clunking knights.


Not true. First of all, knights generally fought from horseback, making finding chinks in their armour with a rapier quite impractical. You fought knights with pikes, not rapiers. Nor is it all that likely that a typical rapier-user would be so phenomenally good as to be able to find a chink in the armour of a dismounted knight. Rapiers were never used against knights. They came into vogue when armour started to go out of vogue because of superior developments in projectile weapons and infantry polearm use. They were lighter and quicker than a broadsword and so more effective in duels between unarmoured dismounted opponents. Nobody used them in warfare.


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