[net.games.frp] Combat; AD&D parries

tim (10/22/82)

I stick to my statement that the idea of armor
class is almost wholly nonrepresentational. What
AC does for you is this: the better your armor,
the longer you will survive combat. This is
all right in a miniatures game like Chainmail,
in which you don't identify with any given unit
to a very great extent, but in an FRP game you
want a less abstract system. It is just as easy
to hit someone wearing armor, but the armor has
the potential to make the hits less damaging.
The difference between the two is very real.
For instance, suppose someone is attacking you
with a dagger while you're in full plate. Although
you'll get hit fairly often, that dagger will almost
never do any damage worth noticing. However, if
your foe has a big sword, you'll get hit about
as often, but you'll take at least some damage
from most hits. In AD&D, you'll get hit infrequently
with either, but both weapons will do their normal
damage when they hit. This is obviously unrealistic,
although it might average out to the same thing in
the long run. In an FRP game, though, you want a
closer match between what happens in the game and
how your players perceive things.

On another subject: To the person who asked about
the parrying rules on their AD&D combat wheel, I
believe that the wheel was in error. The Players
Handbook states that you may use your strength
bonus to parry, not your weapon's magical bonus.
This obscure and fairly useless rule is near the
back, after all the spells. The procedure for
parrying which you described is close to the way
a Defender sword works, but not quite.

				Tim Maroney
				unc!tim