<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Weapons and Damage</title>
	<atom:link href="http://www.welshpiper.com/weapons-and-damage/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.welshpiper.com/weapons-and-damage/</link>
	<description>Campaign Development for Busy Game Masters</description>
	<lastBuildDate>Wed, 01 Feb 2012 02:06:22 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: Jake</title>
		<link>http://www.welshpiper.com/weapons-and-damage/comment-page-1/#comment-213</link>
		<dc:creator>Jake</dc:creator>
		<pubDate>Wed, 27 Jan 2010 03:16:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.welshpiper.com/?p=778#comment-213</guid>
		<description>&lt;a href=&quot;#comment-212&quot; rel=&quot;nofollow&quot;&gt;@Erin Smale  &lt;/a&gt; Yeah, pretty much. Keep in mind that the whole &quot;RPG Theory&quot; thing grew into a huge (albeit well-mannered) flame war and the forums were closed. I&#039;ve read through most of the articles and posts and I still don&#039;t really get what they were driving at (classic academia). I figure that the GNS thing is more idealistic and that no game can really be &quot;pure&quot; simulationist or &quot;pure&quot; anything. It&#039;s just a matter of degrees.</description>
		<content:encoded><![CDATA[<p><a href="#comment-212" rel="nofollow">@Erin Smale  </a> Yeah, pretty much. Keep in mind that the whole &#8220;RPG Theory&#8221; thing grew into a huge (albeit well-mannered) flame war and the forums were closed. I&#8217;ve read through most of the articles and posts and I still don&#8217;t really get what they were driving at (classic academia). I figure that the GNS thing is more idealistic and that no game can really be &#8220;pure&#8221; simulationist or &#8220;pure&#8221; anything. It&#8217;s just a matter of degrees.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Erin Smale</title>
		<link>http://www.welshpiper.com/weapons-and-damage/comment-page-1/#comment-212</link>
		<dc:creator>Erin Smale</dc:creator>
		<pubDate>Mon, 25 Jan 2010 00:59:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.welshpiper.com/?p=778#comment-212</guid>
		<description>&lt;a href=&quot;#comment-210&quot; rel=&quot;nofollow&quot;&gt;@Jake &lt;/a&gt; : Thanks. Based on that, I don&#039;t think Chimera is simulationist from a strict standpoint - the mechanics are more focused on effects than exact causes. On the other hand, I personally prefer sandbox play, which I think is more akin to what you&#039;re saying about decisions and outcomes being based on in-game events. Do I have that right?</description>
		<content:encoded><![CDATA[<p><a href="#comment-210" rel="nofollow">@Jake </a> : Thanks. Based on that, I don&#8217;t think Chimera is simulationist from a strict standpoint &#8211; the mechanics are more focused on effects than exact causes. On the other hand, I personally prefer sandbox play, which I think is more akin to what you&#8217;re saying about decisions and outcomes being based on in-game events. Do I have that right?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jake</title>
		<link>http://www.welshpiper.com/weapons-and-damage/comment-page-1/#comment-210</link>
		<dc:creator>Jake</dc:creator>
		<pubDate>Sun, 24 Jan 2010 21:50:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.welshpiper.com/?p=778#comment-210</guid>
		<description>Simulationist means the game tries to simulate a real world/event/situation. Or the definition I prefer... simulationism is a GMing style where the decisions and outcomes are primarily determined by in-game events, and not out of game events (say, what makes a fun challenge or an interesting story).</description>
		<content:encoded><![CDATA[<p>Simulationist means the game tries to simulate a real world/event/situation. Or the definition I prefer&#8230; simulationism is a GMing style where the decisions and outcomes are primarily determined by in-game events, and not out of game events (say, what makes a fun challenge or an interesting story).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jason Pitre</title>
		<link>http://www.welshpiper.com/weapons-and-damage/comment-page-1/#comment-194</link>
		<dc:creator>Jason Pitre</dc:creator>
		<pubDate>Thu, 14 Jan 2010 05:10:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.welshpiper.com/?p=778#comment-194</guid>
		<description>&lt;a href=&quot;#comment-192&quot; rel=&quot;nofollow&quot;&gt;@Erin Smale &lt;/a&gt; 
Sometimes the abstract theory can be handy, it lets me define a few problems.  Pretty much boils down to the amount of realism in the setting.  I build mine to minimize the rolling, so the only additional complexity are things like the weapon vs. armour conflict.  We will see through my playtesting if it&#039;s fast enough at the gaming table though. 

Gotta say I loved the variables on effectiveness of armours in 2nd Ed D&amp;D though.
.-= Jason Pitre´s last blog ..&lt;a href=&quot;http://www.genesisoflegend.com/archives/1&quot; rel=&quot;nofollow&quot;&gt;Under Construction&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p><a href="#comment-192" rel="nofollow">@Erin Smale </a><br />
Sometimes the abstract theory can be handy, it lets me define a few problems.  Pretty much boils down to the amount of realism in the setting.  I build mine to minimize the rolling, so the only additional complexity are things like the weapon vs. armour conflict.  We will see through my playtesting if it&#8217;s fast enough at the gaming table though. </p>
<p>Gotta say I loved the variables on effectiveness of armours in 2nd Ed D&amp;D though.<br />
.-= Jason Pitre´s last blog ..<a href="http://www.genesisoflegend.com/archives/1" rel="nofollow">Under Construction</a> =-.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Erin Smale</title>
		<link>http://www.welshpiper.com/weapons-and-damage/comment-page-1/#comment-192</link>
		<dc:creator>Erin Smale</dc:creator>
		<pubDate>Thu, 14 Jan 2010 02:20:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.welshpiper.com/?p=778#comment-192</guid>
		<description>&lt;a href=&quot;#comment-191&quot; rel=&quot;nofollow&quot;&gt;@Jason Pitre &lt;/a&gt; 
I can&#039;t speak to simulationist approaches, mostly because I don&#039;t properly know what that means. I suspect it&#039;s some game-theory thing that gamers talk about when they&#039;re not actually playing. 

But I take your point about weapons vs. armour. As I was writing this, the old Weapons vs. AC table from AD&amp;D 1E came to mind. Ironically, &lt;em&gt;that&lt;/em&gt; seemed more appropriate to non-variable weapon damage, since, in D&amp;D, all you have to do is hit your target to do damage. And, IIRC, there were some low-damage weapons that did very well against some high-AC armours--if you were playing strictly by the rules, I have to think that it evened out the playing field fairly well.

I do have thoughts about how various armours protect against certain attacks (like dagger vs. chain mail, or crossbow vs. plate, or staff vs. heavy furs, or even &lt;strong&gt;magic missile&lt;/strong&gt; vs. leather). It&#039;s realism, but I find it bogs down play IMC. Then again, I&#039;m all about speed at the gaming table these days, so YMMV.</description>
		<content:encoded><![CDATA[<p><a href="#comment-191" rel="nofollow">@Jason Pitre </a><br />
I can&#8217;t speak to simulationist approaches, mostly because I don&#8217;t properly know what that means. I suspect it&#8217;s some game-theory thing that gamers talk about when they&#8217;re not actually playing. </p>
<p>But I take your point about weapons vs. armour. As I was writing this, the old Weapons vs. AC table from AD&#038;D 1E came to mind. Ironically, <em>that</em> seemed more appropriate to non-variable weapon damage, since, in D&#038;D, all you have to do is hit your target to do damage. And, IIRC, there were some low-damage weapons that did very well against some high-AC armours&#8211;if you were playing strictly by the rules, I have to think that it evened out the playing field fairly well.</p>
<p>I do have thoughts about how various armours protect against certain attacks (like dagger vs. chain mail, or crossbow vs. plate, or staff vs. heavy furs, or even <strong>magic missile</strong> vs. leather). It&#8217;s realism, but I find it bogs down play IMC. Then again, I&#8217;m all about speed at the gaming table these days, so YMMV.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jason Pitre</title>
		<link>http://www.welshpiper.com/weapons-and-damage/comment-page-1/#comment-191</link>
		<dc:creator>Jason Pitre</dc:creator>
		<pubDate>Thu, 14 Jan 2010 01:47:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.welshpiper.com/?p=778#comment-191</guid>
		<description>Within your context, it seems to be a relatively appropriate and effective approach. The risks to that is that it&#039;s quite far from the simlulationist approach which may or may not be your aim. I was always fascinated by the interaction of armor and weapons (the arms race) and that doesn&#039;t seem to be represented in your approach. Chainmail can&#039;t protect against a club or a stiletto for instance, which is why the weapons were used.  Extrapolating can make it even more problematic, as full plate mail shouldn&#039;t protect against lighting bolt&#039;s terribly well.  

I took the approach that weapons and armor gave static bonuses.  Armor could only provide the full protective bonus if it is meant to stop a given weapon, provide a lesser bonus if it kinda works and provides no bonus if inappropriate. It may be the wrong tack for you to adopt my kind of approach, but I thought I would expound upon how I dealt with it.
.-= Jason Pitre´s last blog ..&lt;a href=&quot;http://www.genesisoflegend.com/archives/1&quot; rel=&quot;nofollow&quot;&gt;Under Construction&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Within your context, it seems to be a relatively appropriate and effective approach. The risks to that is that it&#8217;s quite far from the simlulationist approach which may or may not be your aim. I was always fascinated by the interaction of armor and weapons (the arms race) and that doesn&#8217;t seem to be represented in your approach. Chainmail can&#8217;t protect against a club or a stiletto for instance, which is why the weapons were used.  Extrapolating can make it even more problematic, as full plate mail shouldn&#8217;t protect against lighting bolt&#8217;s terribly well.  </p>
<p>I took the approach that weapons and armor gave static bonuses.  Armor could only provide the full protective bonus if it is meant to stop a given weapon, provide a lesser bonus if it kinda works and provides no bonus if inappropriate. It may be the wrong tack for you to adopt my kind of approach, but I thought I would expound upon how I dealt with it.<br />
.-= Jason Pitre´s last blog ..<a href="http://www.genesisoflegend.com/archives/1" rel="nofollow">Under Construction</a> =-.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

