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Re: (TFT) An Even More Radical Re-Imagining of TFT...



In a message dated 1/21/2004 9:02:41 AM Central Standard Time, 
tbeard@tyler.net writes:

> As the leading heretic in this email list*, I thought I'd run a new idea by
> y'all that I've been toying with for TFT.

[snip]

> 2. Roll 1d20 for each figure and add the figure's DX and any applicable
> modifiers. Do this for all figures that are (a) attacking; (b) casting
> spells; (c) doing any action requiring a roll. Each figure makes a melee
> "attack" on every enemy figure in its front hexes. A figure's melee attack
> succeeds if his roll equals or exceeds the roll(s) of the target(s). 
Combats
> can be handled in groups where convenient. A missile attack, spell casting
> attempt or other task succeeds if the modified roll is 21+.

Comment: Someone always gets hit every turn. I don't think that this is such 
a good thing. 

If you want to use d20 in TFT, you could go for a d20 version of my 
"percentile HERO" rules. ( http://members.aol.com/erolb1/perhero.html ) 

For the d20/TFT version, the roll to hit is adjDx or less on d20, with a roll 
of (opponents Dx - 10) or less being a miss due to the defender successfully 
defending (as opposed to the attacker being clumsy). 

If the character has adjDx over 20, then rolls of "1" get read as "21", rolls 
of "2" get read as "22" etc. up to the character's adjDx. This bypasses the 
defender's defense.

For example, a character with adjDx 25 would read rolls of 1-5 as "21-25" If 
the opponent had Dx 16, the character would normally miss on rolls of 1-6, but 
due to his very high Dx he instead hits on rolls of "21-25" and misses on a 
roll of 6, due to the opponent successfully defending.  

Rolls of *exactly* the character's adjDx would be a (potential) critical - 
salt with rules for confirming criticals to taste. 

Erol K. Bayburt
Evil Genius for a Better Tomorrow
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