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Re: (TFT) The year is 20XX...



Nothing written up, as I said just inferred from reading a lot about the subject from a variety of sources. I wasn't there so I don't know for sure but I think my conclusions are probably close to the truth.

I totally agree with you about over-corrections. In my humble opinion trying to fix a perceived problem with the pole weapon rules by introducing more rules is not in the spirit of the game. However people are free to alter any game to make it fit better with their, and their groups, playing style. I'm certainly not a rules lawyer in that regard! I too have added in a couple of small rule "tweaks" over the years. 

I'm sure whatever solution you come up with, if applied consistently, will work. 

If you'd like to try out the: back up one hex and "lunge" attack back into your opponent, adding an additional die of damage if you hit tweak. It's worked great for our group for the past 15 years or so.

Good luck!
David
__________________________________________ 
David O. Miller
www.meleewizards.com
Miller Design/Illustration
www.davidomiller.com






On Apr 15, 2014, at 12:56 PM, "Erol K. Bayburt" <ErolB1@aol.com> wrote:

> I knew that a lot of ideas for "fixing" the pole weapons were thrown around after Steve Jackson left Metagaming, but I didn't think anything official had been settled on. Where was this written up? Interplay?
> 
> My own house rules do include something like your two suggestions, but that's because I have deliberately set out to change the "flavor" of combat in my own campaign.
> 
> I am on the side that sees the pole weapon charge rules as broken, but I also think that most of the proposed changes are over-corrections, if one wants to stick close to the letter and spirit of the original rules. And that includes the "three hexes in a straight line" requirement, official or not.
> 
> Erol K. Bayburt
> ErolB1@aol.com
> 
> On 4/15/2014 10:50 AM, David O. Miller wrote:
>> Erol,
>> 
>> Howard Thompson and team added that in after Steve Jackson had left
>> the company. It's only in the very last addition of TFT and, as far
>> as I can tell, was added because of a lot of vocal dissatisfaction
>> concerning the pole weapon charge attack rules. Of course those of us
>> who don't think the rule is broken usually don't complain about it.
>> Therefore I think it was a simple case of the squeaky wheel gets the
>> oil. The other possible factor is that Thompson was trying to move
>> away from Jackson's version of the rules and mold them more to his
>> own tastes. Me, I'll stick with the original designer's rules.
>> 
>> Two quick things.1. I think a lot of people got hung up on the word
>> "charge". Call it a one hex "lunge" attack and the rule suddenly just
>> sounds better.
>> 
>> 2. If you really want to nerf the two top tiered pole weapons just
>> add in an extra die damage rather than double what's rolled. Keeps
>> the lower pole weapons doing basically double damage while lowering
>> the bite of the two big ones.
>> 
>> My two cents, David __________________________________________ David
>> O. Miller www.meleewizards.com Miller Design/Illustration
>> www.davidomiller.com
>> 
>> 
>> 
>> 
>> 
>> 
>> On Apr 15, 2014, at 11:34 AM, "Erol K. Bayburt" <ErolB1@aol.com>
>> wrote:
>> 
>>> The rules for pole weapons and charge attacks are as big a magnet
>>> for house-rule changes as the rules for HTH combat.
>>> 
>>> The TFT wiki has under "Charge Attack" the note "Special case for
>>> pole weapons (x2 damage, if last 3 hexes in a line)." Is this an
>>> official rule from Metagaming, added late in TFT's history? Or is
>>> it a house rule that somehow crept into what should be a list of
>>> official, "by the book" rules?
>>> 
>>> As a suggestion made with an eye to keeping the rule changes as
>>> simple and minimal as possible, I'll push forward:
>>> 
>>> "A figure using a pole weapon in a charge attack situation does not
>>> get either double damage or the possible +2 DX bonus if he and his
>>> opponent were in adjacent hexes at any time during the previous
>>> turn."
>>> 
>>> Erol K. Bayburt ErolB1@aol.com
>>> 
>>> On 4/15/2014 3:13 AM, Edmund Nelson wrote:
>>>> ... And everybody uses spears to absolute perfection. I really
>>>> don't see how there is any counter at all to spears without armor
>>>> other than getting very lucky, the general rule in melee is be 1
>>>> Dexterity higher than them or 8 Dexterity lower and be
>>>> invulernable to their attacks. unfortunately spears have an
>>>> amazing properties in being pole weapons, The user can disengage
>>>> from the slower enemy and instead of dealing many weaker shots
>>>> they can deal one double damage attack every 2 turns rather than
>>>> having 1 double damage attack followed by a string of weaker
>>>> ones. this makes most heavy armor characters weak to spears.  one
>>>> needs to have an odd amount of armor to beat spears reasonably,
>>>> so they avoid getting knocked down by the spearman on rolls 2 or
>>>> greater.  this provides us with the following configurations as
>>>> potential candidates to beat spearmen Cutless Small shield No
>>>> armor- 14 Dexterity lets him  hit spearmen turn 1 and survives on
>>>> a roll .less than 3, however still is very weak to just taking
>>>> damage and unfortunately just can't cut it Broadsword small
>>>> shield Leather armor 10 Dexterity vs 13, unfortunately you Still
>>>> suffer from the problem of losing to the initial charge quit
>>>> often, sure spearmen hit the initial charge a little less than
>>>> 50% of the time, but when they do you die 2/3rds of the time, so
>>>> the amount you are favored in the mid game does not make up for
>>>> the disfavor early
>>>> 
>>>> The only candidate I find that might be a spear counter is
>>>> Cutlass with Chain and a large shield the strategy is to defend
>>>> on the turn of charge and then to counterattack on the retreat,
>>>> though just how good that is is hard to know because it is hard
>>>> to simulate, The best I can come up with is Charge attack turn
>>>> (turn 1) Spearman has a 40% chance (rounded) of hitting the
>>>> cutlass user If they hit they do 1 1/6 times 3 1/6 5 1/6 7 1/6
>>>> Instant kill 2/6 Note that the spearman needs to deal 9 damage to
>>>> get a kill and not 10, also note that there are a neat set of
>>>> permutations that lead to kills, they have about a 13% chance to
>>>> instantly kill the cutlass user every combat, and 2/6ths of the
>>>> time deal significant damage and 2/6ths of the time deal marginal
>>>> damage (though 3+7=10 and thus = dead cutlass)
>>>> 
>>>> 
>>>> The cutlass user is more complicated  they hit 50% of the time
>>>> but they go second, they also deal less damage overall, I'd give
>>>> this matchup to the spearman for now until more data is gathered
>>>> about spear vs armor.
>>>> 
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