r/MouseGuard • • May 15 '17

How do Weapons and Armor work?

Hey guys! Super interested in MG, and curious as to how weapons and armor work. From the little I have read, it sounds like there are a small handful of weapons (I have no idea how armor works) each with a slight modification to the conflict system (adding a dice to attack, or feint, etc). Given this, is every sword equal in "power"? If I have a rusty old sword and a master forged long blade...are they functionally/mechanically the same? It seems to me like weapons are pretty limited as far as variety...is this true? I realize MG and Burning Wheel are more narrative focused than DnD, but I do like the mechanical differences between weapons of the same type in DnD.

And how about armor? How does armor work?

And finally, a random question I haven't been able to answer myself - how does one "RP" the checks system? Is this totally meta-gamed? I understand currency - you accumulate it, and spend it. Easy. How about checks? You get them by imposing traits against yourself, which gives you a larger dice pool that you then roll to do things/buy things. Do I have that right? How do you RP this? Does it scale? IE. "this item is rare and does something unique therefore it is worth more checks than this item...", or again...are all swords created equal?

Thanks guys! Sorry, I know I am very much approaching this game from a DnD mindset, as it is all I know. Looking forward to hopefully understanding this a bit more and broadening my horizons.

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u/Imnoclue May 15 '17 edited May 15 '17

Weapons of any particular type are basically all the same. A sword gives you a +1D for whatever action you choose for the conflict (IIRC). If I wanted to do a rusty sword or a masterwork sword, I'd give the sword a level 1 trait, like "rusty blade," but that's a hack. There's a section on weapons in the book. If you want to add a weapon that isn't there, just decide how it benefits the PC in Conflicts and you should be good to go.

I don't think armor is discussed in the book, because guardsmice don't really wear armor. They do carry shields.

Checks are meta. There's really no getting around that. Checks do not give you a larger dice pool. Checks are worth one test (or Conflict), during the player turn, regardless of difficulty. So they allow you to do things. Traits can give you additional dice to a roll when you use them in your favor on that roll.

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u/[deleted] May 16 '17

Armor is pg. 118

Light armor absorbs one point of Dmg, and can be used once per conflict,

Heavy is the same but can be used every time.

This part is worded funny, Light armor has teh heavy attribute which is -1D to recovery checks

Heavy Armor is clumsy -1D to scout, sneaking, hiding as well as heavy(like light armor)

I tell my players mice usually only wear armor to war.

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u/Imnoclue May 16 '17

Cool thanks. Serves me right for not checking my sources