Resrearch into Weapons and Armor

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Kent Campbell
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Resrearch into Weapons and Armor

Postby Kent Campbell » Sat Oct 07, 2006 12:46 pm

Hello,

Well out of the two sections I guess this is the current best for my request for aid. My name is Kent Campbell and I am looking for information concerning Martial weapons and armor from many time periods. I am designing a Role Playing/table top game and I am looking to create a system that distinguishes the potential of various weapons and armor based on their design.

I am hoping that some one can direct me in the right direction. Preferably to some one that can answer questions I have over a book that may not answer any questions. So if I still have your attention, I hope to get replies some time soon. May you have a good day.
"Any body who is interesting is mad, in some way or another anyway." Dr. Who

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Jaron Bernstein
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Re: Resrearch into Weapons and Armor

Postby Jaron Bernstein » Sat Oct 07, 2006 3:24 pm

SyberSmoke wrote:Hello,

Well out of the two sections I guess this is the current best for my request for aid. My name is Kent Campbell and I am looking for information concerning Martial weapons and armor from many time periods. I am designing a Role Playing/table top game and I am looking to create a system that distinguishes the potential of various weapons and armor based on their design.

I am hoping that some one can direct me in the right direction. Preferably to some one that can answer questions I have over a book that may not answer any questions. So if I still have your attention, I hope to get replies some time soon. May you have a good day.


Ask Jake about The Riddle Of Steel :D

Kent Campbell
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Postby Kent Campbell » Sat Oct 07, 2006 5:45 pm

I am not to familiar with your current users list. But after a fast perusing, are you refering to Jake Norwood? I am just making sure so as not to make a fool of my self to those that may help.
"Any body who is interesting is mad, in some way or another anyway." Dr. Who

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Gene Tausk
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Postby Gene Tausk » Sat Oct 07, 2006 5:55 pm

SyberSmoke wrote:I am not to familiar with your current users list. But after a fast perusing, are you refering to Jake Norwood? I am just making sure so as not to make a fool of my self to those that may help.


Kent:

Please follow our forum rules, clearly posted, which state that you are to use your real first and last name when posting on our forums. Please sign out and sign back in with your real first and last name.
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Kent Campbell
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Postby Kent Campbell » Sat Oct 07, 2006 6:10 pm

Sorry for any breach of rules. I was rather excited to have the possibility for progress in my project. That and I personally consider "SyberSmoke" to be my name much of the time on the net. Usualy as a protection against those that may try to miss use what they can glean from any profile I place. I know this may be considered the ranting of a adolescent, but I see it as being in touch with my inner child. :lol:

Any way, sorry for the breach or the rules. I hope this is satisfactorily rectified. Any way, back to the point I think.
"Any body who is interesting is mad, in some way or another anyway." Dr. Who

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John_Clements
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Postby John_Clements » Sun Oct 08, 2006 6:34 am

I've consluted professionally on this for several game makers, both leading computer firms and an award winning pen & paper FRPG. My advice, realize that weapons have inherent defensive values not just offensive ones (for example a dagger has less capacity in parrying or warding than does a spear). And realize that armor has no influence on whether or not you can be hit, it only affects whether and how you can be hurt (as well as limiting agility somewhat, of course). Additionally, overall fighting ability is a general skill, but it can also be specilaized to certian weapons (for example, a wizard will be much less effective in picking up a pair of scisssors to defend himself than would a knight, especialy if the knight was trained in "scissor combat"). Lastly, animal opponents are not really deterred by arms and armor (they don't understand them) and more often run when wounded than try to fight to the death. Good luck.

JC

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Postby Kent Campbell » Sun Oct 08, 2006 11:22 am

I agree with you whole heatedly. In fact you have roughly stated the basics of what we already have. Skills are addition to natural ability, so for every rank up of skill (kind of) you get a plus to that skills governing attribute. Thus you roll your attribute instead of just skill. This also means that you can specialize. So you choose a category of weapon, Swords. Then a specialization of weapon, Short swords. And finally a familiarity, your sword. Each one progressively adds a bonus.

Second, armor is a way of defense, and in many cases you need to penetrate armor. Thus while you are just as easy to hit with or with out. The type of armor determines how much damage it can resist before it is penetrated by an attack. This is represented by use as AP, while weapons have a power rating to determine penetration. If the weapon does not penetrate the armor, then the armor absorbs the damage and it's AP degrades. Further more Shilds do not add ther armor to your body. Instead they are their own armor. They have a number that on a defense roll, determines a successful block. We are still working out as tyo weater this number if the number of success you need to block. Or if it is a bonus to your roll to block. Any way...that is neither here nor there.

As for an attacker, an attacker, unless under dire situations. Will not choose to attack a superior foe. They would rather run. Training can enhance their backbone. But beasts also choose based on their natural aggression. In most cases opponents will try to flee when they believe advantage has been lost. And accounting for this, opponents that flee and survive will become a greater threat as they have learned from the experience.

Oh and you mentioned magic, well...we have reversed the tables. Magic is no longer the pure sure thing. The caster can always get a spell off. But the conditions of the world influence the spell. It will degrade as it travels through our reality. So to counter this, players skill is more a focus to the spell remaining cohesive. The players mana pool is also a pool of dice, and the player pays an initial amount to cast, then adds dice to the spell for the roll to see if it makes it to the target. So if you have 24 mana. You use 2 for the spell, then you really want it to get there. You can put in the remaining 22 for your roll. So you would roll the 22 dice to test for success. But you would be out of mana.

These are the core rules and the core of what we are making. It is rather an amalgam of several ideas and systems. The thing I am trying to avoid when it comes to weapons and armor is the generic weapon. Where a saber and a short sword are treated with the same damage. I want to know and design a system where the weapons shape and design effect damage, power, and speed. Where each one has an influence.

So thicken the blade, it increases potential power...but adds heft loosing speed. A curved blade might increase damage while loosing power. This is what I am trying to judge. And seeing as I have no experience...I must defer to more experienced persons. Thusly why I have posted here. :)
"Any body who is interesting is mad, in some way or another anyway." Dr. Who

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Nathan Dexter
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Postby Nathan Dexter » Sun Oct 08, 2006 11:35 am

I'm glad someone is trying to design a game historically fo once!
Nathan
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Kent Campbell
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Postby Kent Campbell » Sun Oct 08, 2006 11:42 am

I never liked how weapons are all the same. It always buggered me. I feel that if a system is designed properly, it can be simple and easy to use, while still allowing variety and levels of accepted complexity. It is a interesting balancing act of allowing ease for new players, while giving vetrans as much complexity as they want.
"Any body who is interesting is mad, in some way or another anyway." Dr. Who

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Jake_Norwood
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Postby Jake_Norwood » Sun Oct 08, 2006 12:14 pm

Somebody mentioned me and the Riddle of Steel. www.theriddleofsteel.net and www.trosforums.com

I wrote the game in my early ARMA years. It's not flawless, but unless much has changed in the RPG world it's still the most accurate and simultaneously playable approach to medieval/renaissance combat in an RPG (at least that I'm aware of).

I don't want to get too much into here. It's OT, as far as I'm concerned. Feel free to PM me with questions, though, once you've checked out the site.

Jake
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Kent Campbell
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Postby Kent Campbell » Sun Oct 08, 2006 1:30 pm

I might agree. I did think it was a little odd that there was no OT area in the forums. If there had been I would have posted to there then here. Hey moderator, Hint hint, Nudge nudge!

Any way, I will browse the sites...If only I had the liquid assets to get the game...heh. May be I can find something in my couch.
"Any body who is interesting is mad, in some way or another anyway." Dr. Who

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Gene Tausk
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Postby Gene Tausk » Sun Oct 08, 2006 2:55 pm

Kent Campbell wrote:I might agree. I did think it was a little odd that there was no OT area in the forums. If there had been I would have posted to there then here. Hey moderator, Hint hint, Nudge nudge!

Any way, I will browse the sites...If only I had the liquid assets to get the game...heh. May be I can find something in my couch.


Jake's game is da bomb. Yes, it's OT, but moderators have their privileges! 8)

As for your comment re: "OT area in the forums?" No comprendo, amigo. Our forums are for Mid/Renn combat arts only so I don't follow as to why there would be an off-topic area for people to make posts so ARMA could eat up more server space and spend more $$$ accomodating OT discussions.

If you want to ask a question that is OT, that is what email or PM's are for.
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Kent Campbell
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Postby Kent Campbell » Sun Oct 08, 2006 3:09 pm

While I certainly agree with the assesment of space and cost. I also know that relativly speeking. It is hard to have a running discoarse with multiple people through PM. And seeing as I am not in the know in this area of expertise. I try to get the greatest number of voices. I would rather not break rules while doing so though. So I guess I am shackled by the needs of the few versus the wants of the many.
"Any body who is interesting is mad, in some way or another anyway." Dr. Who

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John_Clements
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Postby John_Clements » Mon Oct 09, 2006 1:21 am

Anyway, this topic is really not appropriate for our forum, so please wrap it up now.

Kent Campbell
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Postby Kent Campbell » Mon Oct 09, 2006 8:41 am

Well since it has been stated to wrap this up will will only ask my one clear cut question. I need a list of factors that go into a weapons shape and design. What I mean is, how does length, width, curve, and other functions affect a weapon. It would be best to PM me after this post, so this would just be a end.

So how many more options for weapons are there from this base list? How do they effect the weapon in terms of Damage, Power, and Speed (I may also be adding control). And what other effects might they have on A defender.

Swords: Thickness, length, curveture, weight placement, material used, the Grip.
Planned options: Thin Blade, Thin blade 2 (Rapier), Thickened Blade, Curve 1 (subtle curve), Curve 2 (a more drastic curve or rake), Butterfly (The end is thicker then at the hilt). Grip options, andthing I missed?

Clubs/Maces: Studded, flanged, length...I don;t know much about maces really. Please enlighten me!

Axes: Full blade (curves over the stock), partial blade, Double Blade?, Stock options like shaping, thrusting point? Once again my knowledge is limited.

Staves/Polearms: Length versus use, options for weapon heads, the usual I am clueless.

I am going to talk more with Jake, but shields are weapons he said. Since that does make sence as a shild can be used to bash or do other attacks, I would like more information this so I might adjust my rules.

Principly, I am asking for this from the audience and not Jake becuase I do not know what limitations he has on what he can do. He may have certain contractual obligations that I do not wish to cause a breach of. Thus I need other assistance. Please PM me if you would like to help, and with that you can lock the thread.
"Any body who is interesting is mad, in some way or another anyway." Dr. Who


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