Devblog - Classic Fantasy - Armour
To address armour, we must first address weapons; and to address weapons, we must first know what kind of armour they will be used against. Historically, rather than being circular, this development was cyclical. Weapons would be developed that worked well against a given armour type, and then armour would be developed that worked well against the given weapons, and then the process would repeat.
However, in the history of weapons, there are three key weapon shapes that repeat time and again. A blade, for cutting flesh and lightly- to moderately-armoured opponents. A bludgeoning hammer, to deliver impact through even heavy armour. And a spike, for piercing through armour. While these categories are not rules, and certain weapons, such as the großen Messer (English: Big Knife) are able to reliably cut through even heavy armour, they do seem to be consistent patterns.
So then. We have our weapons (cutting, piercing, and bludgeoning). What about armour? First, we must address how armour reacts to each weapon. Versus a piercing weapon, armour, in general, either stops it entirely, or none of it. Versus a bludgeoning weapon, armour merely reduces its damage, as the impact of the weapon is the weapons' damage. Versus a cutting weapon, armour either stops it, or reduces the depth of the cut. We then arrive at two figures for armour: Penetration Resistance, Cutting Resistance, and Bludgeoning Resistance. In turn, then.
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