07-11-2017, 05:21 PM
Havard Wrote:Nice work Brian!
I really like Mini Six. It might be cool to run it with Blackmoor at some point.
These conversions look quite good.
One experience I have from MiniSix in a fantasy setting is that heavy armor becomes incredibly powerful real quick. That is something for GMs to keep in mind. How have you dealt with that?
-Havard
Hmmm this is a good question and one that I've experienced recently. I was running a Mini Fantasy game set to U1 (Sinister Secret of Saltmarsh) where a player found +1 Full Plate (He was also nearly killed by the rot grubs, but managed to burn them off.) He was quite the tough nut to crack and he could definitely take attacks from my Gnolls and Pirates without taking a scratch. I would recommend the following:
Called Shots: Determine what the armor protects. For instance, the plate found on the corpse was a suit that covered Torso, Arms, and Legs - leaving his head exposed. D6 Adventure had a table for called shots and went something like this below:
Moderate (Arms and Legs): +3 to Defenses
Small (Head, Hand, Feet): +12 to Defense
Tiny (Eye, Finger): +24 to Defense
You can also adjust these numbers accordingly, but you could allow called shots that allow units to target what are unarmored areas to do straight damage to the target.
Another method, and this one also adds a layer of crunch, is assign a penetration score to weapons. Each point of penetration reduces Soak offered from armor. This could include values such as Penetration +1, +2, +1D (or +3 if you want a static number). A mace, which is a weapon good for attacking plate may have only a Penetration of +1 to Leather but Penetration of +1D to Plate, allowing the mace to ignore between 1 and 6 points of protection because the Mace struck a vulnerable area of the armored Knight.