[Society of Medieval Foam Combat.] Not an RPG but close

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Necromantis:
Now theres an idea. keep the weapons the same but change Hp to fit. I'll try to play around with that. I am a tabletop kind of guy. so I'll fight a couple dozen fights in my mind and see how it fairs. best I can do Until monday (next meet)

Good outside-the-box thinking stephoid.
I think the best indicator of a stiff blow is the guy getting hit.
We have one cheater on the team (if you glaced at the pics - hes the biggest guy. the "fat viking")
-- the best way to get him to stop cheating is to knock the crap out of him.
a good "ouch" or expletive isn't easy to cover up. baring that I guess we could demand a showing of the "wound"
and the red splotch would tell the tale.

Some of the really good ideas that are a little out of our league would be the "dye/confetti packets" and the "spring dinger". device.
Considering I have over 40 weapons (including shields - if you dont think a shield is a weapon .. haha. fight me or Rosanna.. *grin*)
and I'd have to modify them all.
Would it be awesome to have .. say.. a shirt that you could hit and turn red? absolutely
a audible weapon? heck yeah. but unless Nerf or someone calls me with offers.. it doesn't look to be in the cards.
(rest assured that If they did call - i wouldn't take your credit -- you'd get a grin inducing email *wink*)

In attempt to less longwinded than usual.
Goodnight.
I'll let you know how it goes.

Brent. 

stefoid:
If your weapon is capable of thrusting, you put a (2nd) spring dinger perpendicular to the thrust direction.  i.e. in the hilt perhaps.

Necromantis:
Quote from: stefoid on January 13, 2011, 09:49:00 PM

Make that 'rounded up', otherwise when a wounded human faces somebody with a BIG weapon, they immediately die of fright!  :)


I must have missed this when I read it last night.
It literally made me laugh out loud. The visual that is.
*wounded player runs screaming at an opponents back - sword raised high ready to strike*
*the opponent wheels around with a great maul in his fists. he raises it overhead only to watch the swordsman fall limp to the ground, his scream raising in pitch as it goes from battlecry to epic terror to death rattle to muffle be the sodden earth*

Of course It might not be as funny to those unfortunate souls lacking overactive imaginations.

-Brent

SteveCooper:
It seems to me you might have better luck simulating medieval combat by picking some scenarios and trying to work out simplified rules for each scenario, then looking for commonalities.

In each period of history, people have tried to 'max the system' by choosing the best weapons and armour available. So design the systems so that the munchkin's choice is the actual choice made by real combatants.

For instance; start by designing 15th-century knight-on-knight combat. Those guys didn't use swords at all against each other. On foot they used pollaxes, and on horse, warhammers. Daggers came into play only during grappling, when you would wrestle someone to the ground then use the dagger to find a gap in the armour.

So, potential rules for that situation;

- Bladed weaons do no damage against plate armour.
- Plate-piercing weapons (pollaxe, warhammer) kill on the second good hit.
- Heavy Weapons (greatsword, mauls) force someone to step back if hit in the upper body, or fall if hit in the foot.
- Someone on the floor can be killed by a heavy weapon hit to the body, or a dagger if the attacker's open palm is on their chest.

Now look at another situation; 18th-century duellists. These guys typically chose rapier and an off-hand weapon like dagger, cloak, or mail glove. So what system makes rapier and dagger a good choice? How about...

- Thrusting weapons (rapiers, daggers, smallswords) kill on the first thrust against an enemy. Cuts do nothing significant.
- Rapier blades can be grabbed.
- Once the first lethal blow is struck, the fight continues for five seconds to see if the loser can force a draw.

Again, it's simple, but it should play realistically.

Then simply start combining the pieces, looking for points where you need to clarify how the rules fit together. So you might include these extra rule when blending the two;

- the 'five seconds to force a draw' rule doesn't apply if killed by heavy or plate-piercing weapons.
- a rapier hit to the leg forces someone to fall over for the rest of the fight.

The other thing I think I'd so is a bit of research into the weapons themselves. I've LARPed quite a lot in the UK, and also had the pleasure of handling this sword (the photo is not me) and I can say with confidence that real swords are quicker to swing than even very light LARP weapons such as the cavalry sabre here

Lastly -- please invest in helmets. Even the poorest peasant would have tried to get hold of headgear before going off to war, and for good reason. If you're swinging around concussion-causing, nose-breaking weapons, at least keep your face intact. ;)

SteveCooper:
Quote from: Necromantis on January 13, 2011, 03:53:00 PM

even though its only weighs about 6 pounds (molded Lead heavily padded cross-guard)
shes a little wobbly towards the tip but definitely as unwieldy as i image a real great sword would be.
all the weight so far away from the fulcrum


That's about the right weight but a greatsword shouldn't be unweildy. I've trained with longswords (~48in) at the Royal Armouries in Leeds, and they move like you wouldn't believe. The balance point is about a hand-span down the blade from the crossguard. A greatsword shouldn't be much different. Again, the real ones are faster than any LRP weapon I've ever used.

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