Re: [FateRPG] crunchy medieval combat
- On Tue, Mar 12, 2013 at 5:43 AM, Jacob Peck <gatesphere@...> wrote:Well, he did say he wanted it authentic... ;pOn 3/11/2013 3:41 PM, Leonard Balsera wrote:Hey, folks?Can we make this less of a theoretical exegesis about the nature of "true" medieval combat, and more about helping the OP put some stuff in his Fate game that carries authentic flavor?Thanks. :)No I said I wanted to explore the tradeoffs in real medieval combat, That is something much more specific.
And the bit that Jan just added about armor being not-that-encumbering is very important for authenticity, IMO.
Depends on just how crunchy you want to be. If you care about things like flanking, phalanxes, and engagement, then weapon length can be a major factor, but just using aspects might not be crunchy enough. This is why I made the tactics rules.
BillOn Mar 16, 2013 4:22 PM, "Christopher Bartlett" <themusicalbrewer@...> wrote:
Surely, modeling weapon length is just as simple as a create advantage action with fighting or whatever skill you can justify. You could I suppose tweak this action to be a stunt by saying that not only do you get the +2 for creating an advantage, but the opponent who is now disadvantaged by weapon length, i.e. the pike man with the dagger-wielder deep inside his range could receive a penalty as well, but at the resolution we are using the +2 advantage should be enough. Am I missing something that would complicate this further?