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Re: (TFT) Shield rush in Melee



Some rambling thoughts...

GURPS addresses many of the issues in this thread fairly well, if not perfectly. The GURPS Slam/Tackle/Shield Rush rules take ST, DX, skill, and weight into account, and offer various options (including, in other rules, bashing with shields, and knockback from weapon hits). Of course, these come at the cost of more complex rules with more die rolls involved, which many of the TFT players on the list cited as main reasons for sticking with TFT.

On the knockback point, in GURPS, every 8 points of crushing/cutting damage to an average human-sized target generally leads to one meter of knockback - before taking armor or injury factors into account. Anyone knocked backwards also needs a DX roll to avoid falling. Bullets don't do any knockback, since they don't actually have a lot of total momentum, since they have such low mass and do their damage by making a small hole straight through a body. Realists might note that even many swings aren't in the correct direction, though - an overhand swing might not impart any momentum backwards - just downwards.

In GURPS, a shield bash (trying to hurt someone with a shield) does about as much damage as a kick, but has the advantages of not exposing your leg, and of generally not being able to be parried (blocked by another shield or dodged, yes) - but with TFT's lack of active defenses, those aren't really translatable.

IIRC, a GURPS spike shield just does one more point of damage on a bash, and nothing special on a rush - it's usually more weight and expense than it's worth, unless you're a bash maniac. ;-)

Shield rushes in GURPS are a bit risky, too, since you can sometimes end up going past your opponent.

One thing that I don't think there is a great rule for in GURPS or TFT is shoving. Sometimes in real fights, the opportunity arises to send someone flying a few hexes, without really hurting them in the shove. In TFT this might be something to add as an occasional effect of breaking free from HTH.

PvK
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