|
Post by swordnut on Mar 24, 2016 12:10:49 GMT
Hi all, Ive been a martial artist for ooooohhhh.... way too long. Ive been studying HEMA (historical european martial arts) for the last 12 years. I currently run a chapter of Schola Gladiatoria, teaching people how to weild a sword in the martial arts of Medieval, Renaisance and Victorian Europe. We work from treatises/manuscripts left behind by various fencing masters. For a good intro, here is a video by my friend Matt Easton: And a more entertaining one with swords in it I published a couple of podcast episodes on how weapons and armour were actually used, and how to use that to add to your game in interesting ways. A Useful Stick - Warhammers and shields
A Useful Stick - Q&A You can ask me anything about arms, armour and combat, and how to spice up combat or combat-like activities in your games, but my specialities are: Medieval Fighting in plate armour with the longsword, dagger and poleaxe Fighting out of armour with the longsword, dagger, sword and buckler Renaisance Italian rapier and English backsword Modern: British military sabre Ask away!
|
|
|
Post by dm_mainprize on Mar 24, 2016 13:36:23 GMT
Last night one of my players tried to use a scimitar to pry open a door. The door was magically locked so sadly the prying pushing and searching for an opening mechanism failed. My question was how strong were blades from these time periods, would having the sword break on a low roll be fair? Can you talk about the general metals and materials used in sword construction? Thanks, very excited to hit up this resource!
|
|
|
Post by swordnut on Mar 24, 2016 13:56:52 GMT
Last night one of my players tried to use a scimitar to pry open a door. The door was magically locked so sadly the prying pushing and searching for an opening mechanism failed. My question was how strong were blades from these time periods, would having the sword break on a low roll be fair? Can you talk about the general metals and materials used in sword construction? Thanks, very excited to hit up this resource! The skinnyIm no metallurgist but: Steel composition is a very broad church indeed historically. These days we have homogeneous monosteel blades that are the same all the way through. The idea is to get a blade that is flexible, springs back to true when bent, and can hold a sharp edge for a usefully long time. The problem is that sharp=hard=brittle and flexible=soft. Historically, controlling the crystal microstructure and carbon distribution was a huge part of the art of smithing. This is why japanese smiths famously folded their steel (it does not produce layers, it allows the carbon to migrate and evenly distribute. In fact, almost all smiths did this to some extent. The way you solve the problem of having all the functionality you need is to either work very hard with very good materials to create a monosteel blade, or you work with what you have by layering different types of steel, like a core of flexiblle steel/iron jacketed with a decent steel outer skin, and a hard, brittle edge all welded together. This is how katanas are put together. In Europe, at about the same time perids, this would be how you made a cheap weapon, saving the good steel. A scimitar may have been made by any of these methods, or be made of "Damascus Steel". Despite what you may see for sale by modern smiths, no one knows precisely what this is, except it was really good and more expensive than a gold-thread scrotum hammock for a cloud giant Your Answer
Hell yes its fair, but you can prolong the agony If the smith who made the scimitar was trying to create a monosteel blade and did a good job, then it would be more likely to bend and take a set. It could be bent back under heat, but the temper would be ruined. They could bend it cold, and it would be a very "kinky" blade that would break sooner rather than later If they did a bad job, there could be a flaw in the blade like a vein of carbon or a patch of badly tempered steel, that the sword would shatter around, but usually only during a short, intense stress like hitting another sword, shield or stone. If the sword was made in a jacket welded style, the over-bending may cause the blade to de-laminate like a peeled banana. What I would do: The blade bends and takes a set. Let the PC try bending it back and roll whenever they use it again to see when it randomly breaks.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 25, 2016 3:39:09 GMT
About how long does it take to don and doff a shield?
Some thoughts that go along with this question... Different editions of D&D give different action economies. 5th edition makes it a standard action (~6 seconds), while 3.5 allows for feats to reduce it to a free action. Also, I imagine donning and doffing a shield in the thick of real life melee combat would be exceedingly difficult, if not suicidal. And of course, the answer probably varies with the type of shield.
A corollary question, if you were inclined to house rule on shields, what sort of changes would you make (edition specific)?
|
|
|
Post by swordnut on Mar 25, 2016 10:38:49 GMT
About how long does it take to don and doff a shield? Some thoughts that go along with this question... Different editions of D&D give different action economies. 5th edition makes it a standard action (~6 seconds), while 3.5 allows for feats to reduce it to a free action. Also, I imagine donning and doffing a shield in the thick of real life melee combat would be exceedingly difficult, if not suicidal. And of course, the answer probably varies with the type of shield. A corollary question, if you were inclined to house rule on shields, what sort of changes would you make (edition specific)? The skinnyShields are a huge category of objects, but I'll stick to the 2/3/3.5 list: buckler, small round, large round, heater and tower. The important distinction is how it's held. All of these apart from the buckler can be held in one of 2 ways. A boss-held shield has a single handle in the centre of the shield, which is covered by a metal dome, or "Boss". A buckler is ALWAYS a boss-held shield. The name is from Carolingian French and has nothing to do with buckles. The other way of holding a shield is the 2-point. There are 2 straps or a strap and a handle on opposite sides of the shield. You put your arm through one strap and hold the other (for example, captain america's shield). Shields are almost never actually buckled to the arm tightly. Some larger shields also had an additional strap for wearing it over the shoulder or back when traveling (think Boromir in Lord of the rings). Your answer. It depends how they hold their shield and how they carry it. A buckler is usually carried on the hilt of the sword, so would take basically the same time as drawing a weapon, and be done at the same time. A larger shield would need to be taken firm where it's being caried first. But are otherwise good to go. A 2-point strap-held shield would need the person to access it, put it on their arm, then draw a weapon. What I would doIf it's a boss-held shield, assume they have put it somewhere they can get to it quickly. It is donned at the same time as the weapon is drawn. If it's a 2-point strap held shield, ask them to make a Dex check when accessing it in a hurry. On a fail, they have the shield equipped on round one and may draw a weapon round 2. In combat, perhaps give advantage to attack a while they don it. As for what house rules I would make: A shield is a huge advantage. I would, instead of a bonus to AC, rule that a shield imposes disadvantage on the attacker. Also, shields are used to close down an opponents arms, bash them with the edge, and otherwise ruin their day. But they are noisy and cumbersome. The term "swashbuckler" actually derived from the conspicuous noise a buckler makes when worn, clattering against the sword hilt and brushing your clothes. It refers to a n'aer-do-well or ruffian. All shields would give disadvantage on stealth checks and possibly on social roles after you knocked 5 people in the head on your way to your table at the tavern. perhaps a happy medium would be to stat a shield as a club and let them dual weild, perhaps with buying a feat
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 26, 2016 0:20:37 GMT
Thanks for the insight. In terms of game theory, I think having a shield impose disadvantage on all attacks is too powerful. A more balanced effect might be that while wearing a shield, you can use your reaction to impose disadvantage on one attack. In either case, I'm pretty weary of house ruling. My purpose in asking how you might house rule shield use wasn't to instate such rules at my table, but to gain a better understanding of how they generally function in a fight.
The last line is an interesting idea, confirming some stuff I've read/watched about how shields were hardly just defensive items. I think a bonus action shield bash would be a fair addition to the Shield Master feat without becoming too imbalanced (namely because most shield using builds have better things to do with their bonus action on most turns).
|
|
|
Post by swordnut on Mar 26, 2016 11:02:28 GMT
Thanks for the insight. In terms of game theory, I think having a shield impose disadvantage on all attacks is too powerful. A more balanced effect might be that while wearing a shield, you can use your reaction to impose disadvantage on one attack. In either case, I'm pretty weary of house ruling. My purpose in asking how you might house rule shield use wasn't to instate such rules at my table, but to gain a better understanding of how they generally function in a fight. The last line is an interesting idea, confirming some stuff I've read/watched about how shields were hardly just defensive items. I think a bonus action shield bash would be a fair addition to the Shield Master feat without becoming too imbalanced (namely because most shield using builds have better things to do with their bonus action on most turns). Yep. It's a real world ~ game balance thing. D&D (and in fact all RPGs) all radically tone down the effectiveness of a shield. I don't think there is a way around it other than to accept the nerf and perhaps let it be a platform for coolness like shield-knock (pinning an opponents arms with the shield while you stab them in the face) or using the rim to hit like a club, or throwing the damn thing like Cap. I believe there is a fighting style in 5e that allows a shield user to do exactly what you said.
|
|
|
Post by friartook on Mar 29, 2016 13:59:31 GMT
I have a question for you regarding weapons and armor. Sadly, it is metallurgical in nature.
I'm going to be starting a new campaign with my group. The setting I'm working on features a large oppressive empire that has conquered most of the "known world". This setting is very low magic. Magic was banned a couple hundred years ago, and all magic users have been systemically wiped out within the empire (I add this just to give an idea of flavor). My current concept has this taking place in the early iron age of this world. The country that conquered the world did so partially because they were the first to master iron smithing. The rest of the world was still using bronze weapons.
The story takes place a couple hundred years after the big "unifying" war. By now, these smiths have mastered making steel weapons and armor. However, weapons in general are banned to the populace. Only the military and government officials are allowed to bear arms and armor. Some more rebellious peasants may fashion weapons out of farm implements, but these would be bronze or crude iron at best (not steel). There is also an unconquered nation of steppe nomads to the north that are still free and wield bronze and occasionally crude iron weapons.
I am trying to formulate a mechanic to show the superiority of the steel weapons and armor wielded by the establishment. A few ideas I've toyed with:
-All attacks made with non-steel weapons against an opponent wearing steel armor have disadvantage. Reverse is true too; attacks against non-steel armored opponents using a steel weapon would have advantage (worried this punitively difficult)
-Reducing the RAW damage value of a given weapon by one die if its not steel (so 1d8 becomes 1d6; assuming steel weapons to be the baseline in D&d rulebooks)
-A break mechanic of some kind; steel weapons have a chance to sunder non-steel weapons and armor (not sure how best to implement)
I'm interested in any feedback on these mechanics and any other ideas anyone may have for how to illustrate this difference in weapon material within the context of the game.
Thanks all!
|
|
|
Post by dm_mainprize on Mar 30, 2016 15:11:55 GMT
This is somewhat separate from swords and shields, but what do we collectively as a forum know about bows and arrows? The ranger at my table wants to start crafting arrows in the fashion of oliver queen, arrows that do more than just pierce a foe. What forms of arrows have been used throughout history? Bow and Arrow WikipediaTrick Arrows
|
|
|
Post by dmsam on Mar 30, 2016 15:37:18 GMT
I have a question for you regarding weapons and armor. Sadly, it is metallurgical in nature. I'm going to be starting a new campaign with my group. The setting I'm working on features a large oppressive empire that has conquered most of the "known world". This setting is very low magic. Magic was banned a couple hundred years ago, and all magic users have been systemically wiped out within the empire (I add this just to give an idea of flavor). My current concept has this taking place in the early iron age of this world. The country that conquered the world did so partially because they were the first to master iron smithing. The rest of the world was still using bronze weapons. The story takes place a couple hundred years after the big "unifying" war. By now, these smiths have mastered making steel weapons and armor. However, weapons in general are banned to the populace. Only the military and government officials are allowed to bear arms and armor. Some more rebellious peasants may fashion weapons out of farm implements, but these would be bronze or crude iron at best (not steel). There is also an unconquered nation of steppe nomads to the north that are still free and wield bronze and occasionally crude iron weapons. I am trying to formulate a mechanic to show the superiority of the steel weapons and armor wielded by the establishment. A few ideas I've toyed with: -All attacks made with non-steel weapons against an opponent wearing steel armor have disadvantage. Reverse is true too; attacks against non-steel armored opponents using a steel weapon would have advantage (worried this punitively difficult) -Reducing the RAW damage value of a given weapon by one die if its not steel (so 1d8 becomes 1d6; assuming steel weapons to be the baseline in D&d rulebooks) -A break mechanic of some kind; steel weapons have a chance to sunder non-steel weapons and armor (not sure how best to implement) I'm interested in any feedback on these mechanics and any other ideas anyone may have for how to illustrate this difference in weapon material within the context of the game. Thanks all! Imposing disadvantages or penalties seem too punishing. In game design, advantages are usually better received, even if the outcome is otherwise the same. A +1 to attack and damage seems adequate for steel weapons, and likewise +1 to armor. You can treat them as magical if you wanted, really. In fact, I would argue that weapons created by unobtainable or inconceivable means IS MAGICAL for all intended purposes. Steel, in this case, might as well be magical. How often do we hand wave our own smart phones as piece of "technology" without knowing how it is produced or designed? How often do we do the same with medicine?
|
|
|
Post by friartook on Mar 30, 2016 20:08:44 GMT
I was reluctant to add bonuses as steel weapons are the baseline in D&D. However, after doing a bit of research, I'm not going to apply this anyway. Turns out bronze is actually better than iron, and that steel holds an edge better, but is otherwise not exceptionally superior enough to warrant the type of mechanics I was considering. Instead, I've decided that possessing weapons is banned in the empire except by the military, the state church, or the local guard/constabulary. I'm looking forward to seeing how my player deal with that one
|
|
|
Post by dm_mainprize on Mar 30, 2016 21:25:19 GMT
I'm looking forward to seeing how my player deal with that one Say hello to prison shivs!
|
|
|
Post by friartook on Mar 30, 2016 21:29:17 GMT
I'm looking forward to seeing how my player deal with that one Say hello to prison shivs! I was expecting more quarterstaves and weaponized shovels, but hey, if they wanna use a sharpened spork, I'm game!
|
|
|
Post by swordnut on Mar 31, 2016 7:51:47 GMT
I have a question for you regarding weapons and armor. Sadly, it is metallurgical in nature. I'm going to be starting a new campaign with my group. The setting I'm working on features a large oppressive empire that has conquered most of the "known world". This setting is very low magic. Magic was banned a couple hundred years ago, and all magic users have been systemically wiped out within the empire (I add this just to give an idea of flavor). My current concept has this taking place in the early iron age of this world. The country that conquered the world did so partially because they were the first to master iron smithing. The rest of the world was still using bronze weapons. The story takes place a couple hundred years after the big "unifying" war. By now, these smiths have mastered making steel weapons and armor. However, weapons in general are banned to the populace. Only the military and government officials are allowed to bear arms and armor. Some more rebellious peasants may fashion weapons out of farm implements, but these would be bronze or crude iron at best (not steel). There is also an unconquered nation of steppe nomads to the north that are still free and wield bronze and occasionally crude iron weapons. I am trying to formulate a mechanic to show the superiority of the steel weapons and armor wielded by the establishment. A few ideas I've toyed with: -All attacks made with non-steel weapons against an opponent wearing steel armor have disadvantage. Reverse is true too; attacks against non-steel armored opponents using a steel weapon would have advantage (worried this punitively difficult) -Reducing the RAW damage value of a given weapon by one die if its not steel (so 1d8 becomes 1d6; assuming steel weapons to be the baseline in D&d rulebooks) -A break mechanic of some kind; steel weapons have a chance to sunder non-steel weapons and armor (not sure how best to implement) I'm interested in any feedback on these mechanics and any other ideas anyone may have for how to illustrate this difference in weapon material within the context of the game. Thanks all! The SkinnySadly I'm still not a metallurgist, but some of this question can touch on history and archaeology. Bronze weaponry and armour Bronze is a decent weapon material, but it must be cast. This means the area and length of a piece is severely limited and gets exponentially more difficult/expensive as you increase the size. In Europe, we essentially had 2 bronze ages: the first where it was an elite material, used in small amounts for high status stuff. The second was where the technology proliferated and became much more common, although still "fancy". The change coincided with a huge shift in culture. Making bronze armour would be a costly process compared to iron or steel, and would be done with smaller, thicker plates. Something like a coat of plates. I would impose movement or encumberence penalties for someone in lots of bronze armour. Bronze is not very flexible, so breakage and repair would be a feature of usage. Bear in mind though, that to repair a bronze sword you have to melt it down and re-cast it. Many bronze weapons were socketed and possesses lugs to aid with hafting. Spearheads and axe heads in particular were "winged" - given little loop holes or lugs projecting from the side of the socket that you would pass a leather strap or cord through to tie it to the haft. Iron and steel. Iron weapons vs steel is essentially Romans vs "Celts". Plenty of historical accounts and archaeological evidence. The principal difference is durability. There are many accounts of Celtic fighters having to exit combat to straighten a bent iron blade. Similarly, iron armour would bend and stay bent. Working it back into shape would cause weak points and eventually breakage. Steel making came into its own with the invention of the blast furnace, allowing for plates larger than a square foot to be reliably produced. There is a really good book called "The Knight and the Blast Furnace" that covers this in detail. Steel is harder than iron and use of a softer material vs a herder one will wear or damage the softer one a lot more. I am not sure about bronze though. Sumptuary law. Forbidding items or materials based on social class is called "Sumptuary Law" and was practiced in Europe for millennia in one form or another. Forbidding certain pigments, clothing styles and weaponry to non-nobles. However, wording of the law is important. In parts of Medieval Germany, non-nobles were forbidden from carrying swords. A "Sword" was defined as a 2-edged blade. If it had only 1 edge, it was a "knife". This led to the development of long, single edges weapons called langesmessers, about the size of a single handed sword but with a longer hilt and culminating in the 2-handed kriegsmesser (as used by one of the players on the podcast ;-). I'll try to find some pics when I'm not on a mobile. Peasant weapons HUUUUUGE topic here but I'll keep it brief. Peasant armament was often repurposed from agricultural tools. I wouldn't say "improvised", as that implies they just pick stuff up and start swinging. One popular method is to put it on a big stick, as with the billhook. Another is to have something that looks innocuous, like a knobbly staff (you just don't trim the little branches off so well and you end up with lots of spikes and hooks). I'll see if I can link some images below later, but Paulus Hector Mair captured some peasant weapons in his 17th century treatise. Among them were staffs of various lengths, cudgel, sickle, scythe and grain threshalls (a 5-6 foot pole joined to a 2-3 foot pole with a leather hinge or chain. Your AnswerDefinitely have a difference in the math. Perhaps look at a system for charting weapon and armour damage like object HP from the DMG. Iron and bronze weapons should break often enough for it not to be a rare thing, but infrequently enough that it doesn't render the technology useless. What I would do On a miss, 50% chance it takes 1 point of damage 1% chance of catastrophic failure. No such chance for steel weapons, or perhaps a 0.01% chance (roll 1's on a D100 in a row) 1 - Write out the law banning weapons and define "Weapon". Badly. 2 a decide the punishments. Mostly it will be fines (unless you have a sophisticated tax system, most local government is funded by fines. Most laws were vaguely worded to allow freedom of interpretation to those enforcing it (it's better to have people break a law you can fine them for than lock them up and loose them from the labour market) Some ideas: Spear head, cord and a good knife. Easily concealable and you can make a haft easily. Iron tips/edges on agricultural tools like adze's, spades, or even paddles. Mauls are for splitting logs - usually wooden but perhaps bound with lead. Iron nails in a stick, either just the heads or long nails sticking through Slings and rock-in-a-sock type weapons
|
|
|
Post by swordnut on Mar 31, 2016 7:57:53 GMT
Turns out bronze is actually better than iron Depends how you define "better" Economically, bronze is much more costly, and the casting process you have to use is much more prone to failure and limits what forms you can make. Iron is cheaper to produce and can be forged into longer, wider objects. Iron is much more versatile for this and the fact that you can vary the carbon content while working it. Forging helps remove impurities like silica (slag) and improves the durability.
|
|