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Re: (TFT) My new TFT Web Site



Hi David, my pleasure, and thanks for sharing! Fun stuff!


... > The bare hand damage is on his character sheet (based on ST he does
> 4 dice of damage with his claws).

So it does - I just overlooked that. Your Balrog exemplifies how TFT
ST-based damage for bare hands but fixed damage for weapons breaks down
at a certain point, as in this case where the weapon ends up having no
benefit over bare claws - it's not a big deal but I like details and
things that make sense so I'd tweak the damage so the sword does a point
or two more than claws, or the Balrog has to drop or belt the whip and
use both hands to do 4D - have one claw do less damage. That adds some
options and effects to the Balrog getting crippled or the sword breaking.
The Balrog's sword might also be long enough (combined with his long arms)
for a two-hex jab attack, which would make it hard to repeatedly retreat
from him - just a thought.


>> I'd stick with 3/DX to avoid falling into pits...
>
> Good idea. I struggled with the 4/DX roll. I wanted it to be very
> dangerous to be on the bridge or next to the pit especially in the
> confusion of combat and the darkness of the hall. In the story the
> bridge is extremely narrow (it's a defense of the dwarves). That's why I
> made it 4/DX. 3/DX may be more realistic. Maybe it should be 3/DX next
> to the pit and 4/DX on the bridge? As a side note we had one play test
> game where Gimili fell down not once but twice on the bridge and both
> times he managed to keep from falling into the pit, a 4/DX roll! (Of
> course he died later in the game.)

The bridge could easily be narrow enough to require 4/DX on a fall,
especially for falls from swung weapon attacks (perhaps as opposed to a
thrust or arrow hit, or maybe that's overly vague/picky for a scenario
like this). Many people knocked down by damage also happen to be at -3 DX.
The bridge might also be 3/DX, but with a DX penalty while standing on the
bridge in any case (say -3, which would have about the same effect, but
also make fighting on the bridge harder).

An alternative mechanic, which makes even more sense, is to roll a single
die to determine if the direction of fall is towards a pit or not. The
chance is one per pit hexside, plus one if on the narrow bridge. Falling
characters first roll this one die, and if it indicates a fall, then you
could require 4/DX or fall. So falling while standing next to a cliff would
have a 2/6 chance of having to roll 4/DX or fall. Falling while in the
middle of the bridge would have a 5/6 chance of having to roll 4/DX or fall.
(Or, same thing with 3/DX near a cliff, and 4/DX on the bridge).

This may seem picky but it's a matter of life and death, and can actually
affect the strategy quite a bit. In fact, two of the best Fellowship
strategies I can think of would be dramatically less effective if the
fall in a pit rules used that alternative mechanic. Which is probably good,
since I think those strategies might be too good.

Oh, and speaking of strategies, a Balrog trick I don't remember seeing
mentioned would be to jump from the bridge to the far side - with ST 100,
giant-sized legs, and wings, I expect he could jump at least a 3-hex gap,
or more with a running start. More for the Fellowship to worry about. :-)

...
> Victory condition "B" was given to include Gandalf leaving the board as
> a condition of the game ending. What should be changed is victory
> condition "C". It should read: "C - When Gandalf has been killed and the
> Fellowship player has retreated Frodo."

Ah that would make sense.

...
> Which brings up a point. In the story why
> does the Balrog attack the Fellowship in the first place? Is it the lure
> or calling of the ring? Is he pissed off that this small group dares to
> enter his domain? Is it the presence of Gandalf? He certainly comes
> barreling up from his abode deep in the mountains for some reason. I
> always assumed it was because of the ring.

I don't think one can know, but those are all strong possibilities. It
could also be that since all the orcs were charging around, he got
curious, and is combattive by nature. Or most or all of the above.


...
> Absolutely, I couldn't agree with you more. I'm actually working on a
> "Balin's Tomb" scenario. I want to use the same statistics for the
> Fellowship characters from the "Bridge" game. It might be fun to link
> the two scenarios together. Play Balin's tomb first and then immediately
> play the bridge scenario. I'll post a rough draft of the tomb scenario
> in the next several weeks. After I've nailed down the dimensions of the
> tomb I plan on building it in 3D.

Yes, I was thinking linked scenarios could be great, too. Of course, if
the tomb scenario is the main challenge to the party, as in the book,
then the bridge scenario will need to be survivable by the (likely
wounded) surviors of that tough first scenario, at least potentially.


>> ...
> I'm not sure about unlimited orcs. That might tip the scales too much
> against the Fellowship player. It's probably not necessary as well since
> the bridge gets tied up with figures mid game so just bringing on more
> figures doesn't help the dark forces at all since he won't be able to
> engage or hurt anyone with them (unless they are armed with bows).
> Besides he could just hold his Balrog in reserve and let the massing
> orcs do all of the fighting.

I was thinking the Fellowship didn't need to defeat the Balrog. If it
does, then there is a stand-off with a very dangerous bridge in the
middle. So the sceanrio could be very different depending on the victory
conditions, and on whether or not the dark forces have unlimited orcs,
unlimited archers, how many arrows everyone has, and whether there is
good cover on either side.

Looking at the book situation rather than the scenario for a moment, I
think in the book there were practically unlimited orcs, although they
did not go storming over the bridge, and they might not have been very
willing to do so while there were formidable opponents on the far side.
However if given those forces, the Balrog knew that the Fellowship
needed to defeat him there, then the dark side can wait and bring up
archers. The question then becomes a matter of information and
psychology - does the Balrog know they won't just run, and as you said
earlier, why does he attack? Is it because Gandalf challenges him, and
is that _why_ Gandalf challenges him (the sequence in the story might
answer that - my FOTR is in storage, and I don't remember). That's
interesting, but not very good for a tactical scenario like this.

For a tactical scenario, you probably want clear victory conditions,
and no tedious but nearly-certain approach for either side. I expect
you want it to be fairly fast and urgent, with no long-range arrow
duels tracking arrow ammo and regathering spent arrows, nor infinite
orcs suicide-charging across the bridge while the Balrog waits safely
on the far side.

Is the door on the far side specified in the book? How about if instead
of the door five hexes from the bridge, there is a tremendous staircase
running sideways, all the way along the far map edge, which is exposed
to fire from the whole area, and is steep and covered with debris and
so takes 2-3 movement points per hex for a hobbit to climb it. The
Fellowship can get a draw or minor win if it gets Frodo out (perhaps
depending on how many others get out), but just running will expose him
to a bunch of arrow fire and possibly the Balrog catching up, so the
Fellowship needs to consider delaying at the bridge, getting rid of the
Balrog, and taking out orc archers to maximize Frodo's chances. This
could be playtested and the staircase difficulty and length adjusted to
suit. On the other hand, you may not want to have to build a minature
staircase. Just one possible way to do it, I suppose.


...
> All of your suggestions about the Fellowship characters are very good.
> My original approach was to keep them somewhat normal as opposed to
> super human characters to keep the game heading in a tactical direction
> with both sides having an opportunity to win rather than load the
> Fellowship characters up with such high points that they win every time.

That's partly why I was thinking the orcs would be arriving without end.
At least, the non-archer orcs.

...
> It could be argued, however, that the power of the ring would draw the
> Balrog to it. Tolkien even hints of this. In Balin's Tomb the large orc
> chieftain with the spear ducks past all of the other characters and
> heads directly for Frodo. I always assumed he knew (or felt) where the
> ring was. By having the dark forces know who carries the ring it becomes
> important for the Fellowship player to protect Frodo at all costs.

That's quite possible, though I don't think all dark forces knew. If
enough players are available, the Balrog player might be the only one who
knows.

...
>> If Legolas does have Cloth, wouldn't that leave his MA at 12?
>
> You know, what's right? In the rule book it states that Elves wearing
> cloth have an MA of 10. Yet cloth isn't supposed to affect your MA at
> all which would leave it at a 12. The more I think about it I believe it
> should be like everyone else, not effect MA and stay at a 12.

I had half-forgotten the rule, but it is an exception to the usual system
in TFT, that Elves are supposed to drop to MA 10 with cloth on. How about
giving him Running and Leather, so he'll be MA 12 with Armor 2. ;-)

Oh, and didn't Aragorn carry a bow as well as a sword at this point? Or am
I mis-remembering or he lost it in the tomb battle? That could also change
the Fellowship options a bunch.


...
>> and/or say the Balrog will
>> run away at a certain damage level, to achieve the balance....
>
> Interesting idea. Maybe when he has 25 or fewer points of ST left?

Ya, I was thinking 25 too. He's probably smart enough to know it'd be
good to live to fight another day.


PvK
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