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(TFT) Butterfingers



The idea for the rule change below came from the magic fumble article in
Space Gamer #54 titled Magic Backlash in TFT by Richard A. Edwards.  The
group voted to use this expanded system for magic fumbles (surprising since
it was the players and not me instigating it).  I felt if we were going to
do this with magic a creative fumble system needed to be created for combat,
rather than just dropped or broken weapons.  So here it is whether ya like
it or not>>>

Combat Fumble System

Any time a character rolls a 17 or 18 when attacking roll 2D6 on the chart
below and add or subtract the modifiers.

HtH WEAPONS

Modifiers:
flail or morningstar...................................................-2
2-hd sword, battleaxe, great hammer,maul, great sword...... -1
weapons not specified.................................................0
 pole
weapons.................................................................+1
pikes, lances, pikeaxes..................................................+2
character rolls 18.......+3 or -3 whichever the GM feels is worse

HtH FUMBLES
roll < 2)  hit oneself with weapon
2-3)  hit friend with weapon (if friend is in range), if not weapon breaks.
4) stumble: roll 4d v. adjDX or fall
5)  weapon entangled:  must either roll 3d v. ST each round (starting with
the round it bacame entangled) until the weapon is untangled or drop the
weapon and possibly ready another.  Weapon cannot be used as long as it is
entangled.
6)  drop weapon
7) distracted: lose next attack but may DEFEND or DODGE
8) drop weapon
9)  stumble: roll 3d v. adjDX or fall
10) weapon entangled: as #5 above
11)  drop weapon and stumble: roll 3d v. adjDX or fall
12-13)  bad combat reactions: give the defender you are attacking a +2 DX
their next turn of attack
>14) weapon broken

MISSILE (M) and THROWN WEAPONS

Roll 1d6
Modifiers:
bola.................................................-1
roll of 18...............-1 or +1 whichever the GM feels is worse

MISSILE/THROWN WEAPON FUMBLES

<0) hit self
0) hit friend closest to target (within 3 hexes)
1) weapon dropped
2) M: bow string breaks; twelve rounds to restring (must have extra
          bowstring $1)
     T: weapon released in a random direction (following hexgrid);
         weapon will hit any target in the way at DX 8
3)  M: drop ammo: cannot attack this turn.  Roll 1d6 to see how many
           arrows, bolts, cartridges are dropped.  Must be picked up
           (ready action) before they can be used.
      T:  weapon entangled: as in #5 on the HtH table
4)  stumble: roll 3d v. adjDX or fall
5)  drop weapon
6)  M: bow breaks
      T: drop weapon & stumble: roll 3d v. adjDX or fall
7)  M:  bow breaks and snaps back causing 1d-2 damage to user
      T:  weapon breaks

That's it!
Yours in Cidri,
Justin



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