You need to be able to see things from a gameplay perspective, making plate invulnerable to all but specific weapons is realistic but limits gameplay. It's a tradeoff but it is logical from a gameplay standpoint.
Most of my post WAS about the gameplay side of things, and the conflict between the traditional RPG approach of spamming every conceivable item of equipment with the reality that, for both technological and cultural reasons, only a small subset of that stuff was ever available in 1 place at any given time.
Sure, the game is in an imaginary world, and that imaginary world does not have to mirror any particular era or culture of the real world. HOWEVER, "Ye cannae change the laws o' physics, Captain!" The game's main claim to fame is its physics-based combat, and it's physics that both gave the shield its initial usefulness and then ultimately killed it. Besides, it's a low-fantasy world, meaning most things in it, especially combat, have to work pretty much like they do in this world. Otherwise, the game's whole premise fails due to lack of believability.
Seriously, what's the point of having a physics-based combat system if you ignore the physical realities of the very type of combat the game attempts to portray? Once plate armor came out, the limits of human strength dictated that only certain types of weapons were effective against it, so those types of weapons became dominant while other types became obsolete. That's physics. To ignore this is to reduce the game at the same level as the button-mashers it (and us players) scorn. It might as well be a button-masher if a short sword can still take down an armored knight.
Therefore, I reject the notion that the current ability of obsolete weapons to be effective against plate is a final and consciously made "gameplay decision" by the devs. Rather, I see it as an as-yet uncorrected bug in an early access game. It's a glaring weakness in a system that strives for realism and I expect it to go away in the near future. Enjoy exploiting it while you can.
Most FRPG players these days think they're entitled to be able to do whatever they want. They litterally think that they should be able to bring a knife to a gunfight and win routinely. They excuse this by saying "it's a fantasy game, and this is my fantasy". And most FRPGs cater, even pander, to this type of player, trying to be all things to all people, to attract the widest possible customer base and thus increase sales. And that further reinforcing this sense of entitlement in the players.
I certainly hope BME does NOT follow this philosophy. The fact that it's low-fantasy, the fact that it's got physics-based combat, the fact that it's deliberately a niche-market game, give me hope that it doesn't. But going this way means that to be internally consistent, it has to abide but a much greater fraction of real-world physical restrictions than other FRPGs. Otherwise, it's just a button-masher with a few gimmicks in how you push the buttons, such as T'he Witcher.
Speaking of the Witcher, it seems to be a rather successful franchies despite the fact that it imposes quite harsh limits on the player's choices for character design and equipment. You can't use just any weapons or armor you find, you have to follow the story instead of doing what you want, you can't even change the character's name. Your only character development choices are in emphasizing certain skills over others, which just refine what you're already stuck with doing simply by choosing to play the game. You are always The Witcher, and Witchers are defined as a specific thing with a specific role. If you don't want to be The Witcher, then don't play the game.
I see the same thing in Exanima/SG. If you don't want to be bound by the laws of physics, then don't play the game. By playing the game, then you accept certain physical realities will apply, and will limit your freedom of character development. But OTOH, you're still free to play Skyrim, WoW, or whatever.
Really? And what about this thing?
Or that thing - good for crushing armor ang change its geometry to make it work wrong.
Isn't it realistic? Isn't it one-handed? Isn't it a weapon?)
Weapon? Yes. Realistic? Yes. One-handed? No. That's a warhammer, a 2-handed weapon. Sure, it was small enough that you could, for limited periods of time in special situations, use it with 1 hand, especially when grappling as in the 2nd picture. This is no different from the "long/bastard" sword.
The real question is, where's his shield? He doesn't have one because 1) his weapon is 2-handed, and 2) shields weren't necessary due to his armor.
And for the shields - you completely forgot about crossbows and lances: only shield can make crossbow bolt's strike weaker then deal it with armour or take a lance blow away (or weaken it).
Actually, I said that shields remained in a few specialized cases. Jousting, for one. But that was a controlled, contrived environment. There were also the sword-and-buckler guys, although that also was largely a contrived thing.
As for crossbows, plate armor was proof against them---that was actually one of the main reasons why it was invented. And also one of its main selling points. Before it left the shop, a breastplate would be shot at point-blank range by a crossbow, which would leave a small dent with a distinctive shape recognizeable for what it was. This was the "proof mark", and the customer would not buy the suit without it. You can see these dents in many suits of antique field armor today. When you don't see it, you're usually looking at tournament armor that would never have to face crossbows anyway.
Until late middle ages plate armor was mostly restricted to the wealthy. A full set of plate armor was very expensive to produce. Everyone else wore different pieces of armor and mail remained prevalent. Out of all the different armor types mail armor was the most succesful and longest lasting. Shields were thus a more common sight than full plate armor was on the battlefield.
Yes, plate was restricted to the wealthy, although during the Late Middle Ages "the wealthy" increasingly meant "the king", at least on any scale beyond the individual. Sure, every lesser noble worth his spurs was expected to have a suit for personal use in tournaments, but could no longer afford to equip his retinue similarly. So fielding large forces of plate-armored guys was the business of the king. Thus, actual field plate for real live battlefield combat came into the hands of many who could not afford it themselves.
The presence on the battefield of large bodies of guys in field plate is what killed the shield. Even if you didn't have plate yourself, you still had to be able to defeat it, which meant using a 2-handed weapon, which meant you didn't have a shield. Even though a shield would still have been useful against guys equipped the same as yourself, you couldn't afford to use one because you'd then be powerless against the guys in plate. But 2-handed weapons work fine against guys without plate, so you had a 2-handed weapon to cover all the bases.
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Generally, I have no problems with shields in games. After all, the vast majority of FRPGs out there try to be all things to all people, so you accept a high level of unreality by playing them, and you usually play them specifically because of that high level of unreality. Then you get what you want and everybody has fun.
Exanima, however, is trying to be realistic, using actual physics to determine the damage done by blows. If it wants to go that way, then it can't be all things to all people, and by playing it you have to accept the heavy hand of the real world imposing limits on you. One of those limits should be that plate armor is largely invulnerable to most types of weapons. That was the WHOLE REASON for inventing it, after all. Why go around wearing a hot, heavy, movement-slowing steel can if it doesn't actually do you any more good than a cloth shirt and tunic?
So, there's the thing. If you want to have shields be significant in the game, so that characters have to commit rare and precious skill points to using them at the expense of other choices, then you really shouldn't have plate armor in the game. OTOH, if you have plate armor, then shields CAN still be in the game, but those choosing to invest heavily in them must accept that they're going to be badly outclassed when it comes to fighting guys in plate.
I only see problems accepting stuff like this in the FRPG community, accustomed as it is to blythely ignoring physics. Wargamers accept physics as a matter of course. They know that the 37mm gun on an early panzer was worthless against a T-34, that a destroyer's gun isn't going to penetrate a battleship's armor, etc. Why? Because of physics.
Exxanima/SG is bringing physics to the FRPG universe, whether it's ready or not. I'm sure this will cause much wailing and gnashing of teeth, and many traditional FRPG tropes will have to be abandoned in te process. The continued usefulness and, thus, availablity of the shield in a world containing full plate armor is one of the things that needs to go away
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