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Re: (TFT) Myth III boardgame



I use rulers for range and line of fire determination even on flat hex maps.

Our group has started using a piece of string that range has been marked off on to coincide with the size of our hexes, similar to what you are doing with a ruler.

GURPS has a few added details for fighting at
different elevations, which are sort of portable to TFT. They mainly just
add or substract a point or two per level of elevation, and a bit more
against head or feet targets, which of course can't be targetted beyond
the weapon's reach (no hitting feet of someone way below you with a
shortsword, but a +2 to aim at their head - something like that).

I agree that something like this should be worked in. In most case height should give you the advantage. What that advantage is I haven't determined yet.

For movement, maybe double the cost to enter slopes above a certain steepness
- otherwise maybe cost 1 movement point per half-meter elevation gain.

Slopes would be difficult to actually model. Using hex "tiles" you get stair step like levels. In Heroscape movement you simply count each side of the hex tiles (which are about a quarter of an inch thick) as 1 point of movement. All figures have a height score (most humans are around a 5) and you can't climb higher than your height at one time during normal movement. (Maybe hobbits and dwarves would be a height of 3 or 4.) As for engagement you are not engaged to a figure if he is equal to or on a higher elevation than your height score. I could see being able to attack with a missile or thrown weapon of course and also a jab attack with a pole weapon.

Maybe figures willing to careen downhill can add one to their movement
allowance for every meter they decend a slope in a turn, but with a chance
to fall based on how much bonus movement they take:

Heroscape lets you jump down the same number of hex tile sides as you are tall with no penelty, anything higher than your height however has the possibility to cause damage.

PvK
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