twincast

Members
  • Content count

    104
  • Joined

  • Last visited

About twincast

  • Rank
    Member
  • Birthday

Recent Profile Visitors

511 profile views
  1. Terrinoth Character Sheet

    As I mentioned in the opinions thread, they fixed Coordination on the character sheet in an update, so if you only have the original release: https://images-cdn.fantasyflightgames.com/filer_public/34/a0/34a08efb-5855-4397-9ad7-1dcfd4d23c89/gns03_player_sheets_low-1.pdf
  2. Intro Adventure?

    For sake of reference: The characters pregenerated for playing it at GenCon all have Starting Experience + 100 XP.
  3. Opinions on Realms of Terrinoth

    Somehow I missed an equally ridiculous line for greataxes. Also, the entries for maces and slings deserve some minor eye-rolling, which I deliberately didn't bother mentioning. Not so after realizing the following: I must have read the entry a dozen times and am now 100% certain that what they call a "greatsword" is actually a longsword. Or moreover an absurd hodgepodge of all sizes of two-handed swords, not accurately reflecting any of them. Explains why there's no shortsword or longsword. Suddenly all the goodwill from some other gear descriptions has gone up in smoke. And just when I'd decided to refrain from messing much with the system beyond moving some Skills to different Characteristics and simply changing bows and slings from "dam X" to "dam +[X-3]", after all. Yes, I can easily fix this for our sessions by replacing all mentions of "greatsword" with "longsword", but it leaves a tremendously sour taste. Also, since this and the description of spears erased all lingering doubt that for both Melee and Ranged the one and only defining distinction for FFG between Light and Heavy weapons is whether they are one-handed or two-handed, that raises the question why they didn't just call them such instead of using ambiguous terminology.
  4. I present to you: The Minstrel. (Verse Career)

    Gotta admit, I was so focused on the traveling minstrel archetype (and the book's D&D-esque focus on careers predisposed to an adventurer's life) that I totally forgot about those employed by nobility (or others). I kept it for probably the very same reason the Entertainer has it to begin with: pickpocketing performers. And as I said, that thus you are no longer almost recquired to have one specific career in your party to open locks was a happy accident.
  5. Opinions on Realms of Terrinoth

    Heh, look at that. I just downloaded the character sheet onto my PC and unlike the one I had downloaded onto my smartphone yesterday (and the one at the back of my DriveThru PDF), Coordination is formatted - and much more importantly, listed - correctly. You see, true to the second post of mine I'm quoting above, I had been so distracted by the capital PR glaring at me, I hadn't even realized it was the wrong Characteristic for the Skill, to boot. Well, I'm glad that's finally dealt with.
  6. MINSTREL Career Skills: Charm, Coordination, Deception, Discipline, Knowledge (Lore), Melee (Light), Skulduggery, and Verse. Starting Gear: • A sword or a dagger and a fine cloak • A musical instrument • Traveling gear consisting of a backpack, a bedroll, a rope, flint and steel, 3 torches, and a waterskin • 1d100 silver coins The choice of career skills was quite easy. I took the CRB's Entertainer career and replaced the two IMNSHO least archetypal skills with the two (obvious ones) provided by the Bard talent. And the result looks quite perfect if I do say so myself. Also has the added benefit of more than one career choice in Terrinoth providing Skulduggery, so I'll most definitely offer it to my players. I guess you could argue for keeping Stealth on the list, but bards/minstrels are flashy and what would you remove instead? Coordination? The starting gear on the other hand... They don't have a consistent monetary value across the careers in the book at all, so I started with the Scoundrel and took a hard look at what they rate as equivalent on their lists no matter their prices. Musical instrument had to be on there, obviously, as did traveling gear. This left the need for a weapon and the desire for at least one case of "or" while after the musical instrument a sword would already have me scraping at the top of the value range, so that's where I left things.
  7. Opinions on Realms of Terrinoth

    Well, "almost no" was by TRPG standards, of course, and I admittedly haven't checked for semantic errors, only for syntactic ones.
  8. Opinions on Realms of Terrinoth

    First off, I'm wondering where all that art is the OP is complaining about. The short introduction uses more space for large illustrations than text, yes, and Chapter I beautifully illustrates the setting's backstory with round about a perfect number of faux stained glass windows, but after that? Where are they? And what little there is outside the stained glass pieces, the maps and the arbitrary selection of item sketches has (almost) all been used before, to boot. Well, two of the orcs, two of the catfolk, half the art in the introduction, and the opening illustrations in Chapter III for regions hitherto only visited in Runebound 1/2e and Descent 1e (if at all) I don't remember having seen before (outside promo articles for this book), but neither have I ever seen the booklets of those expansions. Frankly, I expected better. Especially since most of the - rather often quite samey - character illustrations are of little use in getting a visual feel for the setting as a whole. That said, much of what's in the book is beautiful and the only three visuals I actively dislike are the (in different ways) ludicrously armed and armored women on the reused box covers of Descent 2e and Manor of Ravens as well as Alys Raine's hero sheet. Although the dwarf with a sledgehammer like Alys's and the dwarf that holds his ax like one come perilously close. Chapter I lore: Thumbs up. Species: Mostly nice, but it irks me how singhara and hyrrinx are described as wildly different, yet we only get a single spread of catfolk stats for both. Careers: Mostly neat, but that Verse doesn't get a dedicated career (while Runes gets two, to boot) irritates me. Heroic Abilities: I dislike All the Facts and Connected on grounds of suspension of disbelief, but the rest sound great. Finally a use for Story Points I actually like. New Skills and Rules: No complaints here. New Talents: Other than the arbitrariness of the selection of "multiclassing" talents, they look quite promising. Although I expected more than two pairs of mutually exclusive talents after the preview article. Weapons and Armor: Halberds, shields and war hammers each have a line worthy of major eye-rolling, but generally the fluff has much improved from the CRB. Interesting that the pike gets the reach rules suggested on these forums (and favored by me even before then until I switched to covering that aspect with Defensive) for most polearms and then some. Ironic that the text perfectly accurately describes the two-handed (reinforced farming tool) flails used by farmers to defend themselves, yet the illustration accompanying it shows a one-handed ball-on-chain flail (a two-balled one, to boot) that permeates popular fiction despite only sparse contemporary historical evidence for them; that's gonna confuse people. Finally, hand crossbows and repeating crossbows are ludicrous concepts, but if you want to have some, that's fine by me. As for the gear items' stats... well, I guess they fit into the range that's been established by the CRB. Crafting etc.: Only skimmed through it, but looks good. Runes: I like 'em. 'Nuff said. Gods: Nice short stories, but: Not enough deities. No iconography. Three of the very few names lazily copied from Greek mythology (two here, one in Al-Kalim), to boot. And I'll eat a hat if Kurnos isn't taken from Warhammer's Kurnous. More generally, why on Earth are most creators of fantasy settings - especially ones for games - so averse to creating divine family trees akin to real-world humans' polytheistic mythologies? Spiritspeaking and Elven Magic: Fine and all, fluff-wise, but it's really fuzzy (in these parts and other relevant ones) when Divine and when Primal would be the appropriate Magic Skill for a character. At times even Arcana isn't clear, either. Chapter III lore: Thumbs up. Although having more than just "Europeans and close neighbors" would've been nice. It's frustrating how Legend of the Five Rings continues to be the only (commercially relevant) fantasy setting in the West with a sizable "East Asian" presence (outside some superhero and cyberpunk stuff). Proofreading: Encountered almost no missing, superfluous or misspelled words, so that's great, but sadly two minor typos stick out like sore thumbs due to the circumstances they appear in - namely "Splig, King of All Golbins" due to being in large letters and "Coordination (PR)" due to being on the character sheet. For context, the latter is the only case on it in which the abbreviation for a Characteristic is given in all upper-case letters. And they've had how many months since GenCon 2017 to fix this? Jeez.
  9. Vacuum Rules: No, no, no, no, no!

    A couple of weeks ago I finally read through the whole CRB instead of just the most important parts. And, well, this just left me stunned. Water and Swimming: A character can hold their breath for Brawn rounds. Beyond this they start to drown and suffer from suffocation. Sounds fine (if you put a round at about a quarter-minute for this and many other reasons). Suffocation: You suffer 3 Strain per round until incapacitated, then 1 Critical Injury per round if still suffocating. Sounds fine, too. Curiously no mention of holding your breath (in environments other than water), but I guess you can infer it from the diving rules (if you've read that part as well). Vacuum: A character can hold their breath for Brawn rounds. Wait. WHAT?! This. Is. Not. How. Vacuum. Works. Furthermore, you suffer 3 Wounds per round until incapacitated, then 1 Critical Injury per round in addition to those you suffer from "normal" suffocation. On this part I'm of two minds - on the one hand, I do like vacuum being worse than just a lack of oxygen intake, but on the other I know that the damage your body takes is negligible until way after you're already braindead from oxygen deprivation (unless you are indeed stupid enough to try to hold your breath, invariably ruining you respiratory system), so I'd probably strike the Wounds but keep the additional Critical Injuries. Seriously, if Gundam can get this right, and thanks to its popularity/influence pretty much all of Japanese animation, Western pop culture products have exactly zero excuses.
  10. Revamp of Combat Checks and Gear

    So I've decided to finally put this out there before mass access to Realms of Terrinoth ... right about now (never mind orders directly from FFG through which many people apparently already got the book yesterday) likely causes additional headache for me. Or so I thought until I saw the PDF was already available as well. Aw, shucks. It's probably best I start with why I've come up with these changes: The Combat Checks (and thence the increase in Combat Skills) arose from the vanilla rules adhering to the pop culture trope of completely ignoring physical strength when shooting arrows with a bow. (Kill it! Kill it with fire!) The rule changes for Prone were brought on by a number of little things, namely the ideas that shooting at someone lying at your feet would be more difficult than if they were standing, that you could easily shoot a bow while lying prone, and that resting your firearm on a surface wouldn't aid your aim at all. The different weapon stats came primarily from undervaluing maces and - again - treating bows like firearms. And the hard look at armor stats was triggered by the book going out of its way to specifically include soft leather among viable armor choices. It's fine if you disagree with my motivations, in which case let's agree to disagree. If you disagree with my general methods, I'd be open for suggestions. And if you see issues with specific details and solutions for those, by all means, I'm all ears! Personally, I'm not too happy with the noteworthy increase in (Boost and Setback) dice, but other than the cost of physical custom dice packs, I don't consider this a big deal, either. Mostly I'm just worrying about the untested balance of stronger weapons versus stronger armor. At least in theory the cost calculation tables in the CRB should more or less handle that for one's own creations, but as far as FFG's NPCs go... Head hurts. I combine Combat Skills and weapons (when I give them) into a single table for ease of reference. Combat Skills are formatted as "[Primary Characteristic] with [Secondary Characteristic]", the former combining with Skill Ranks to form the Dice Pools as usual and the latter divided by two adding Boost Dice. For example, a character with Brawn 5, Melee (Heavy) 2 and Agility 2 would roll 3 Ability Dice, 2 Proficiency Dice and 1 Boost Die for these. Still extremely easy to calculate, yet much more realistic IMNSHO. One point of confusion for me is where FFG draw the line between light and heavy melee weapons. Swords are easiest to explain by: Basically there are ca. 1 lb. shortswords with ca. 1 ft. blades, ca. 2 lb. broadswords with ca. 2 ft. blades, ca. 3 lb. longswords with ca. 3 ft. blades, and ca. 4 lb. greatswords with ca. 4 ft. blades. (Plus de facto quasi-"poleswords", i.e. glaives.) The size and weight categories are less strict definitions than rough ballparks and the names are semihistorical at best, but they are convenient. (As for the other major weapon categories, other than different weight distributions they basically come in the same ranges.) Now, while the increase in reach is naturally gradual, the switch between (predominantly) one-handed and two-handed use happens between broadswords and longswords, yet only greatswords are handled in a significantly different way from the other three, in many ways much more like a polearm (and unlike their shorter brethren can't be worn on your hip). So on the one hand the Genesys CRB defines Melee (Heavy) weapons as heavy two-handed weapons and only gives really large examples, but on the other it defines Melee (Light) weapons as light one-handed weapons and lists katana as an example. Erm, which is it? While katana technically means "single-edged and/or curved blade (of any size)", in Western usage it refers 90% of the time to uchigatana, i.e. the Edo Era style of Japanese longswords - with somewhat shorter blades and somewhat longer handles than European ones but overall about the same stats and most emphatically used two-handed almost all of the time. This leaves us with two possibilities: Either they just phrased the list of examples for light weapons incorrectly, or they've never seen anyone actually use a "katana" and draw the line strictly along the handedness of the weapon (as they clearly do with light and heavy ranged weapons). Suffice it to say, I went with the former option. I eventually decided to keep Base Damage and Critical Rating almost universally uniform, differentiating nearly entirely by Item Qualities as to me, since they're there, they ought to be used, and if they are, there's little use in double-dipping, so to speak. Melee (Brawl): Brawn with Agility OR Agility with Brawn [It really makes no sense for Brawl to be treated as separate. The two options reflect different combat styles.] Unarmed: dam +0, crit 5 Melee (Light): Agility with Brawn [I am aware that Cumbersome 1 and Unwieldy 1 have no effect, but they illustrate my thought process.] Ax: dam +3, crit 3, Cumbersome 2, Pierce 1, Vicious 2 Dagger: dam +2, crit 3, Unwieldy 1, Accurate 1, Defensive 1, Pierce 1 Hammer: dam +3, crit 3, Cumbersome 2, Pierce 2, Vicious 1 Mace: dam +4, crit 3, Cumbersome 3, Accurate 1, Pierce 1, Vicious 1 Short Spear: dam +3, crit 3, Unwieldy 2, Accurate 1, Defensive 2 Short Staff: dam +3, crit 3, Accurate 1, Defensive 1, usually two-handed Sword Shortsword: dam +2, crit 3, Unwieldy 1, Accurate 2, Defensive 1 Broadsword: dam +3, crit 3, Unwieldy 2, Accurate 2, Defensive 1 Longsword: dam +4, crit 3, Unwieldy 3, Accurate 2, Defensive 1, usually two-handed Shield Small Shield (e.g. Buckler Shield): dam +1, crit 5, Cumbersome 1, Defensive 1, Deflection 1, Inaccurate 1, Knockdown Medium Shield (e.g. Heater Shield): dam +2, crit 5, Cumbersome 2, Defensive 2, Deflection 2, Inaccurate 2, Knockdown Large Shield (e.g. Tower Shield): dam +3, crit 5, Cumbersome 3, Defensive 3, Deflection 3, Inaccurate 3, Knockdown Melee (Heavy): Brawn with Agility [Oh so many more polearm types I didn't want to wrap my head around...] Glaive: dam +5, crit 3, Cumbersome 2, Unwieldy 4, Accurate 2, Defensive 2 Greatax: dam +5, crit 3, Cumbersome 4, Unwieldy 2, Defensive 1, Inaccurate 1, Pierce 2, Vicious 2, only on foot Greatsword: dam +5, crit 3, Cumbersome 2, Unwieldy 4, Accurate 1, Defensive 2, Pierce 1, only on foot Halberd: dam +5, crit 3, Cumbersome 3, Unwieldy 3, Defensive 2, Pierce 1, Vicious 1, only on foot Lance: dam +5, crit 3, Cumbersome 2, Unwieldy 4, Accurate 1, Defensive 2, Pierce 1, only on horse Long Spear: dam +5, crit 3, Cumbersome 2, Unwieldy 4, Defensive 3, Pierce 1 Long Staff: dam +5, crit 3, Cumbersome 2, Unwieldy 2, Accurate 1, Defensive 1, only on foot Pike: dam +5, crit 3, Cumbersome 2, Unwieldy 4, Defensive 4, Inaccurate 1, Pierce 1, only on foot Poleax: dam +5, crit 3, Cumbersome 3, Unwieldy 3, Defensive 2, Inaccurate 1, Pierce 1, Vicious 2, only on foot Polehammer: dam +5, crit 3, Cumbersome 3, Unwieldy 3, Defensive 2, Inaccurate 1, Pierce 2, Vicious 1, only on foot Melee (Energy): Agility with Cunning [Unwieldy reflects risk of vaporizing yourself but mostly is just there to give those accurately beastly not-lightsabers some drawback.] Plasma Sword: dam 14, crit 1, Unwieldy 5, Accurate 4, Defensive 4, Pierce 8 Melee (Vehicle): Agility with Cunning [E.g. mechs.] Ranged (Throw): Agility with Brawn [Really unsure on the range bands for these. And remember that you can carry many more bullets than darts, let alone larger objects.] Dart Small Dart: dam +1, crit 5, range medium, Unwieldy 2 Large Dart: dam +2, crit 4, range medium, Unwieldy 2 Sling Small Stone: dam +2, crit 4, range medium, Unwieldy 4 Large Stone: dam +4, crit 2, range short, Unwieldy 4, Pierce 1 Lead Bullet: dam +3, crit 3, range medium, Unwieldy 4 Throwing Ax: dam +2, crit 3, range short, Unwieldy 2, Cumbersome 2, Vicious 1 Throwing Dagger: dam +2, crit 3, range short, Unwieldy 4, Accurate 1 Throwing Spear: dam +3, crit 3, range medium, Unwieldy 2 Ranged (Draw): Brawn with Agility Shortbow: dam +3, crit 3, range medium, Cumbersome 2, Unwieldy 2, Accurate 1, Pierce 1 Longbow: dam +5, crit 3, range long, Cumbersome 4, Unwieldy 4, Accurate 2, Pierce 2 Ranged (Trigger): Agility with Cunning [Handheld firearms and crossbows.] Light Crossbow: dam 6, crit 3, range medium, Unwieldy 2, Prepare 1, Accurate 1, Pierce 1 Heavy Crossbow: dam 8, crit 3, range long, Cumbersome 2, Unwieldy 4, Prepare 1, Accurate 2, Pierce 2 Ranged (Gunnery): Agility with Cunning [E.g. dogfighters.] Ranged (Artillery): Intellect with Cunning [E.g. catapults, cannons.] One important general thing to note is that I've increased the maximum defense rating from 4 to 10 as a result from keeping the increases between armor types as low as possible while not wanting "perfect protection" to be reachable (including any of the above weapons) without a helmet which I list separately from body armor as otherwise you end up with people regularly wearing gambesons - or worse, medieval biker jackets - to battle without any metal head protection due to it not mattering mechanically. Armors: defense soak encumbrance garments light 0 +0 1 heavy 1 +1 2 boiled leather half 1 +0 2 full 2 +0 3 padded cloth half 0 +1 2 full 0 +2 3 padded leather half 1 +1 3 full 2 +2 4 chain half 1 +1 2 +1 Dificulty Die on Ranged (Draw) and Ranged (Throw) full 2 +2 3 +1 Dificulty Die on Ranged (Draw) and Ranged (Throw) plate half 2 +2 3 +2 Dificulty Dice on Ranged (Draw) and Ranged (Throw) full 4 +4 4 +2 Dificulty Dice on Ranged (Draw) and Ranged (Throw) coif cloth +0 +0 1 leather +0 +0 1 chain +1 +0 1 plate +1 +0 1 helm open +1 +1 1 +1 Setback Die on Perception Checks closed +2 +1 1 +2 Setback Dice on Perception Checks Prone: engaged range short range medium range long range extreme range Attacks by Prone Offender: +2 Setback Dice +1 Setback Die +1 Boost Die +2 Boost Dice If Ranged (Throw): additionally always +1 Setback Die If Ranged (Draw): additionally always +1 Difficulty Die Attacks on Prone Defender: +2 Boost Dice +1 Boost Die +1 Setback Die +2 Setback Dice Also, let's move Skulduggery from Cunning to Agility, m'kay? (Oh, and the rough estimate of a Round should be 15 seconds; you don't hit people only once per minute. )
  11. Realms of Terrinoth Shipping!!!!

    It isn't a deal-breaker for me either way, but I actually much prefer a freeform magic system over a selection of formulas that arbitrarily work while even slight alterations do not (and a general resource like Strain, Mana, Astral Points or Blood over an individual one (be that memorization or cool-downs) for each spell) as it makes magic feel like an actual natural force. But several popular character and plot archetypes rely on huge tomes to study for years in isolation or to perilously read out aloud with your nerdy friends, so it really depends on the setting. Anyway, this made me realize that since they aren’t introducing a more traditional spell system (outside Runes), how exactly do Disciples, Mages and Primalists differ from the CRB's Priests, Wizards and Druids? Or Envoys, Scouts and Warriors from Socialites, Explorers and Soldiers for that matter? And since Scoundrel is the only career present in both books, is it identical or has it been adjusted? (Probably the former, but you never know; the latter wouldn't be the first time in the history of role-playing.)
  12. Realms of Terrinoth Shipping!!!!

    Well, it would be baffling if they aren’t planning on doing a starter box for each setting. Partly because they've made several for their Star Wars line but mostly because the cost of entry of CRB plus RoT plus Dice Pack is quite steep. And while going all digital reduces this a lot, you can't put that on general retail store shelves for prospective impulse purchases. Well, PC game publishers have shown that you can, but that's quite the different beast. As for further adventures: Probably about as many for Genesys as a whole as for their Star Wars RPG? On the one hand they won't have to go through licensing channels, but on the other lower sale prospects should mean fewer resources which could round about cancel each other out. And I can't imagine they'd foolishly leave any Genesys setting book out to dry (and die) completely on its own.
  13. Realms of Terrinoth Shipping!!!!

    The others are obvious, but envoy and scholar don't leave me with a clear class impression. The former sounds the most like a Verse caster while the latter could be almost anything... an alchemist maybe? Right? Wrong? So which is it? Eight or nine? Which reminds me, the article on magic called runemaster a variant of the mage career. Were they just being fancy in their phrasing and mouthymerc forgot to list this one? Or are "variants" (i.e. subclasses) actually a thing? If so, how many? ... Or did they perhaps just rename runemasters to scholars at the last minute before printing the book?
  14. Thread Necromancy FTW! We finally got around to playing SoN this Easter, and while most of it was fun, this finale left a severely sour taste in my mouth. One hero got corrupted immediately, the other after three or four cards. Would maybe be fine for a regular quest but not the - supposedly big - finale. All those quests and quite some time of placing tiles, and for what? For the finale to end already when it had barely even begun yet? So we spontaneously houseruled that every hero had to fall to corruption twice. And it went exactly the same. Granted, the one player rolling so terribly twice in a row was funny in a way, but it was an utterly dissatisfying hollow victory when I didn't win at all because of my tactics or combat rolls (other than not deliberately playing abysmally) but only because of the heroes' bad die rolls completely unrelated to combat. And the thematic disconnect that this is the finale for when things have been going well for the heroes and the citizens of Nerekhall only exacerbates the issue. But at least with that houserule the heroes had a fighting chance in sight. After seven to nine rounds we ended with two Barghests and one or two Flesh Moulders between the heroes and Mirklace on the top left tile and Rylan providing support from near the fountain. (Three stones activated, the - unactivated - bottom left one about to be destroyed.) If we play it again, I'll most definitely change it to a fixed limit! Probably 12 fatigue tokens in front of the Overlord? (One at the beginning of each round, one for every time a hero goes down, which happened once in case you're wondering.) In fact I very much want to redo just the finale the next time we can squeeze it in (after finishing a Descent-sized campaign of board game quests or short RPG modules, which we only get the chance to thrice a year - for the couple of additional Saturdays throughout (half) the year as of yet unplayed shortish stuff (currently Aventuria adventures) takes precedence) to get rid of the smoldering disappointment whenever I think about this expansion.
  15. Skills weirdness in Genesys

    I don't really like the name for Cool, but mechanically I have zero issues with how those skills are split up. How conversely there are several skills far too broad for comfort but the book only goes a bit into splitting up Knowledge, however, does indeed bother me. (Skulduggery hasn't been mentioned yet - picking pockets and picking locks for instance are two very different skill sets.) Extrapolating from this isn't exactly rocket science, but I think there should be more guidance. And treating Gunnery (i.e. manning cannons and catapults) as a sub-skill of Ranged (i.e. shooting handheld weapons) makes less sense than treating Brawl as a sub-skill of Melee, yet they do the former and not the latter. Also, any and all settings with remotely reasonable depth should always distinguish between light and heavy weapons of both Ranged and Melee. And of course the classic trope of linking Melee to Brawn/Strength and Ranged to Agility/Dexterity in all circumstances makes my skin crawl. On a related note, Prone should be reworked to provide bonuses and maluses depending on range bands, not combat skills. And slightly going off on a tangent here, but maces aren't given their proper due once again - they should have Pierce 1 and probably damage +4 instead of +3 while swords should probably have damage +2 instead of +3, which in turn might be grounds for adjusting greatswords, greataxes and halberds a bit, buth with their various other characteristics they don't feel too off. Similarly, the description of leather armor "whether soft or boiled and hardened" makes me want to bang my head against a wall repeatedly. As usual for RPGs, armors in general are too weak while bodies can take too much damage, which I guess kind of balances out, so for some sense of believability within that stats range, I propose giving the stats for leather armor to gambesons and treating boiled leather like heavy robes and soft leather just like normal clothes.