Mint wrote:Another thing that seems a real can of worms to me is the whole armor thing. We all know that armor basically absorbs damage, it doesn't make it intrinsically harder to hit a person and in fact heavier armor, unless well designed, actually makes a person easier to hit.
You've made a rookie error here.
Medieval armor doesn't absorb damage, so much as it makes it harder to injure the wearer. Leather armor is stiffened by boiling it; plates are, obviously, already stiff, while chain mail basically resists cutting or stabbing. While chain mail might be considered to "absorb" damage, neither of the other two do that.
Hit a man in a suit of plate or plate and mail with a sword or axe. He does feel the impact, of course, but the plates spread the impact over a larger area, reducing possibly bone-breaking injuries to mere bruises. Is this absorbing damage? Maybe. But the real damage that a sword or axe is SUPPOSED to do is to hack away at your flesh, and the armor prevents that; thus, the effect really is more along the lines of avoiding injury rather than reducing it.
So you have a sword, let's say, and you're facing a man in plate mail to whom you wish to do harm. Hacking at his plate-covered chest or arms or legs or whatever isn't going to get you anywhere, so you go for the weak spots... the bits of softer chain mail at the joints, the eye-slit in his helmet, or whatever. The crucial bit here is, if you manage to penetrate his armor, you absolutely should do full damage.
A standard tactic for fighting armored opponents in the late middle ages was to shove a slim dagger, or
poignard, through the opponent's eye-slit. Footmen would try to pull a knight from his horse and then attack him in that fashion, when their larger, more impressive weapons failed to actually injure him.
Such tactics don't map very well to a game like ours, but you see the point... if you penetrate the enemy's armor, you absolutely should do full damage. Systems that deduct points from the damage die rarely allow for that.
You have three systematic choices:
1) Armor reduces the chance to hit, or
2) Armor reduces the damage roll, or
3) Armor does some of both.
Relatively few systems do the 3rd option, as it's more complicated in play; the other two have deficiencies as simulations. BFRPG (and it's spiritual ancestors and numerous cousins) simply chose option 1, and there are good arguments that its deficiencies are less than those of option 2.