Crashw1re
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Re: Armour Talents

Thu 25 Jan 2018, 12:07

Yes that would be perfect, you could restrict it to the figher. Also the fighter has a talent tree just for hidden combos which some people will not use so it would be nice if they got something else as well.
 
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King_Kull
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Re: Armour Talents

Thu 25 Jan 2018, 18:24

Yes that would be perfect, you could restrict it to the figher. Also the fighter has a talent tree just for hidden combos which some people will not use so it would be nice if they got something else as well.
That is something I have thought about as I read the rules. If you don't play with the Advanced Close Combat rules on of the talent tree for the fighter is obsolete. A talent like Armor Expert that would be used like Lucky and Executioner in rank 1. And rank 2 could be an improvement of +1 to the Armor Rating and rank 3 that you can cancel damage on a 1:1 ratio with WP.
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9littlebees
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Re: Armour Talents

Thu 25 Jan 2018, 18:35

I'm not sure I like this work-around, as it kind of makes the Fighter / Hunter talent a bit pointless.

PC: "I spend a Willpower Point to ignore his armour!"
GM: "I spend a Willpower Point to have armour which can't be penetrated!"

Surely it would be better to just nerf the Fighter / Hunter talent a bit, and if creating an Armour talent-path, give some bonus dice to their Armour Rating.  

"You are an expert at wearing armour, knowing just how to wear it so that gaps and weak points are kept to a minimum.  Spend 1 WP to increase your AR by +2."
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King_Kull
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Re: Armour Talents

Thu 25 Jan 2018, 23:20

I'm not sure I like this work-around, as it kind of makes the Fighter / Hunter talent a bit pointless.

PC: "I spend a Willpower Point to ignore his armour!"
GM: "I spend a Willpower Point to have armour which can't be penetrated!"

Surely it would be better to just nerf the Fighter / Hunter talent a bit, and if creating an Armour talent-path, give some bonus dice to their Armour Rating.  

"You are an expert at wearing armour, knowing just how to wear it so that gaps and weak points are kept to a minimum.  Spend 1 WP to increase your AR by +2."
I don’t think that would be enough for a talent with WP use. But I‘m not as disturbed by the talents that ignore APs than that one talent is obsolete if you don’t play with the Advanced Combat Rules. I really wish that there is an optional talent in the rules for groups that don’t want to play with these rules.
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lupex
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Re: Armour Talents

Fri 26 Jan 2018, 15:13

Just checking the armour rules and it seems that the max armour is 10 (combination of Bacinet and Plate Armour), it seems a bit OTT for this to be bypassed by spending one WP on a tier 1 talent.  This would become an essential 'no-brainer' talent for all Warriors and undermine any character that wears armour.
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King_Kull
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Re: Armour Talents

Fri 26 Jan 2018, 15:57

Just checking the armour rules and it seems that the max armour is 10 (combination of Bacinet and Plate Armour), it seems a bit OTT for this to be bypassed by spending one WP on a tier 1 talent.  This would become an essential 'no-brainer' talent for all Warriors and undermine any character that wears armour.
You’re absolutely correct. I thought erroneously that you have to spend 1 WP to ignore 1 AR. But you ignore all Armor with 1 WP. Ok that is way too powerful!
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King_Kull
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Re: Armour Talents

Fri 26 Jan 2018, 16:13

As this thread has something to do with Armor I will ask my questions here.
A shield give you a bonus – a bonus to what? Parry, Armor Rating? And if it’s Armor Rating than a shield would give you nothing if you have no armor?
And if I rolled three successes for my chainmail but still one damage penetrates my armor than I will my Armor Rating is reduced by three? Armor in FL is not very durable it seems…
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LupNi
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Re: Armour Talents

Fri 26 Jan 2018, 16:22

Not sure it's as overpowered as it seems... Each point of armor only has a 1/6 chance to soak a point of damage, and if they don't soak it all the armor gets damaged. Plus, Willpower seems like a precious resource, and if you spend it before your attack roll it might not even be useful. We'll see how it holds in playtesting, but I would try it raw first.

My concern on the other hand is that armor is really cheap. A full suit of plate is 1GP... Isn't plate armor supposed to be custom-made really expensive stuff?
 
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lupex
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Re: Armour Talents

Fri 26 Jan 2018, 16:44

Not sure it's as overpowered as it seems... Each point of armor only has a 1/6 chance to soak a point of damage, and if they don't soak it all the armor gets damaged. Plus, Willpower seems like a precious resource, and if you spend it before your attack roll it might not even be useful. We'll see how it holds in playtesting, but I would try it raw first.

My concern on the other hand is that armor is really cheap. A full suit of plate is 1GP... Isn't plate armor supposed to be custom-made really expensive stuff?
You can build up to 10 WP from pushing rolls, and I believe it ends up being a very fluid currency (I have Mutant Year Zero but alas haven't had a chance to play yet).  Maybe not enough to spend on each combat but available enough to spend against heavily armoured foes.  10 lots of 1/6 chance of soaking some damage is pretty good, an 84% chance of scoring at least one six.  That then goes to a 0% chance against anyone that activates this tier 1 talent.
 
Usually I wouldn't bring out the big bad black knight until late in a game as a mega-boss, but now I would likely not bother to give heavily armoured foes unless I want the PC to pick-up some new armour!

I agree, the costs all seem quite low, the modest expensive melee weapon is a two-handed sword at 3 GP and Heavy Crossbow is 6 GP
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King_Kull
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Re: Armour Talents

Fri 26 Jan 2018, 18:08

Armor seems cheap but armor will be damaged very often and if you have no one that can repair the armor you have to buy new armor. And I think if you find someone who can repair your armor you have to buy this service.
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