On Maneuvering in ArmorI felt this warranted its own thread with links back to the relevant posts.
I'm well past relying on the rule set to define characters. I prefer conception to rules lawyering, and if I have to give out 35 free ranks in skill to meet conception, so be it.
Agreed!
Well, I see there are at least three of us who do this. I have been known at times to give out some free ranks for skills that
would have been developed by the character but were
forgotten by the player. However, I would never give more than three to five ranks for up to about two to four skills. For example, if a character would have definitely developed Perception but the player forgot, I might give 3 free ranks.
Armor has a set penalty. Full Plate is -30. St mod can negate it (thus a +10 St mod means no penalty in any armor for mnv'ing).
St mod offsets Qu penalty. I do not use a Qu penalty. Nor a missile penalty. Armor is not designed to limit attack, mnv'erbility nor defense. RM has it's short comings.
Just out of curiosity, have you ever worn any of the armors? I'm just wondering where the above comes from. intothatdarkness gave the correct answer to the highlighted comment above.
Armor is designed to provide protection. Protection certainly can limit these things. I never had a problem with the armor penalties.
St mod offsets Qu penalty.
In my honest opinion, I feel this is an incorrect assumption. Strength would NEVER offset Quickness penalties caused by certain armors. Instead, strength would offset some of the encumberance penalties, but not all. Some armor types would still interfere with quickness, no matter how much skill you have in Maneuver in Armor. Just by its very nature, all armors encumber some. Some armor types would encumber more than others. But all armors cause some encumberance. That is what the skill Maneuver in Armor is for, to help offset some of these penalties. Sometimes all of the penalties, but not always.
I own a chain shirt, not hauberk, but shirt. And it weighs in at a hefty 11 kilograms (25 pounds), and it
DOES slow my overall quickness. Thus, I would say it gives me a -10 penalty on Quickness, maybe -5
at least. And a chain hauberk would be worse since it is even heavier. I know this for certain because I guarantee I could not run a 40m Dash as quickly wearing that chain shirt as I could not wearing the chain shirt. I know, not the best example, but it does work as an example. As discussed in other threads, sprinting is a function of strength AND quickness.
Thus, I ask, if armors do not have some quickness penalties that no amount of strength will offset, then explain why a person can run/move quicker when not wearing armor than they could while wearing the armor?
Granted, some armors are light enough that Maneuver in Armor skill can offset Qu penalties to 0. However, some armors like Full Plate will have enough Qu penalty that no amount of Maneuver in Armor skill or strength will offset those Qu penalties. At best, you can only hope to minimize the Qu penalty.
Nor a missile penalty.
After trying on another person's full plate armor at the LARP event (below), I found that plate armor does interfere with using a bow. Thus, the reason you will mostly see plate armored fighters using crossbows. Thus, I would totally agree with the bow penalties listed in Arms Law.
Further Inquiry and ObservationsI was wondering how many persons here have actually participated in LARP events? SCA events? How many have actually tried on the different armor types and tried maneuvering in them?
During a recent LARP event back in June here in Albuquerque, I had the opportunity to wear some of the different types of armor in the original categories in Rolemaster: Soft Leather, Rigid Leather, Chain, and Plate. Here are some of my observations.
Believe it or not, but maneuvering in armor can be broken down into two categories: rigid and soft; not four categories. Mainly, the only difference between the leather and metal armors is mass (weight). Metal armors will limit Qu no matter how skillful someone is with Maneuver in Armor.
Rigid/Inflexible Armor would include both the metal plate armor, hardened plate leather armor, and laminated armors.
Soft/Flexible armor would include padded and studded leather, chain, and scale armors.
I realized there is enough of a difference between the rigid and soft types to warrant two different Maneuver in Armor skills: Maneuver in Soft Armors and Maneuver in Rigid Armors. I found that maneuvering in rigid leather or laminated armors is so much like maneuvering in plate, except for mass (weight) to not warrant separate skills between these types. Maneuvering in chain is so similar to maneuvering in padded/studded leather, except for mass (weight), to not warrant two separate skills between these.
Basically, I did find that there is enough of a difference between the soft and rigid armors to warrant at least two skills in Maneuver in Armor. Is there anyone else who has this kind of experience?
To be wholly honest, I have found plate armor to be the worst of all armors. Due to the heat conductivity of the metal plates, you are literally in an oven, especially on a hot day in full sunlight. And chain ain't much better. And you would not believe the number of persons who fell out due to some of the near 100, and 100+, heat. Even I fell out twice for rest and rehydration. Now I know why most armies may have fought during the winter months, especially in desert regions. With winter, the combat will help to keep you warm. In summer, there is nothing you can do to keep cool except to do nothing and seek shade.
rmfr