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(TFT) More of the same
Here are other house rules I have submitted.
Yours in Cidri,
Justin
Combat House Rules
Shields:
Rather than just stopping individual hits of damage to a character, the
shield may totally stop an attackers damage. When a character with a shield
is attacked from a front hex, the character rolls against adjusted Dexterity
(adjDX). If their roll was equal to or below their adjDX, the shield is hit
instead of the character. When a shield is hit, the opponent still rolls
his damage to see if the shield is destroyed. If the damage against the
shield is more than seven points plus whatever the shield stops passively
(ex. a +1 magic shield stops three hits plus seven means the damage against
the shield would have to exceed ten points in order to be destroyed). Of
course, any damage that exceeds the shield being destroyed rolls over and
damages the character.
When fighting against more than one attacker, the following rule applies.
When using a shield against two opponents, the shield roll is -2 DX against
both. When using it against three opponents, the shield roll is -4 DX
versus the trio of opponents.
On the shield block, if you roll a three, four or five the block is
automatic. If the roll is a three or four, the shield bearer does not have
to roll to see if the shield is destroyed. On a roll of sixteen through
eighteen, the shield bearer fails to block the attack.
Two Weapons Talent Change:
This talent permits a character fighting with two weapons, on his turn, to
do one of the following:
a) attack with both weapons at adjDX for the first attack and -4DX for the
second one. The attacks may be against the same or different figures.
b) Make a normal attack with one weapon and DEFEND, as option (1b), with the
other. If the opponent misses the character by 4 DX points, the character
can counterattack at -6DX with the second weapon. Example:
Attacker needs adjDX 10 to hit and rolls a 14 or better, the character
within adjDX of 15 can attack with their secondary weapon with the adjDX of
9
c) Parry with both weapons, the opponent must roll 5d6 to hit the
character. If the opponent misses the character by 4 DX points, the
character can counterattack at -6 DX with their main weapon.
Movement:
Allow an extra +2 MA if the character is moving from an unengaged status to
an unengaged status. This is not allowed if the character was DODGING.
Combat Addition:
Natural Defense
In combat there is a lot of movement, bobbing and weaving, etc., this rule
is in relationship to that movement. Because of a high DX it becomes harder
to hit an opponent because of their better ability to dodge a strike. This
simple rule is related to adjusted Dexterity.
Rule:
Target has to have an IQ of at least 7 and the adjusted dexterity (adjDX) to
gain this benefit.
adjDX 12 -1 for the attacker to hit
adjDX 16 -2 for the attacker to hit
adjDX 20 -3 for the attacker to hit
adjDX 24 -4 for the attacker to hit and so on for every four points
of adjusted Dexterity.
Natural defense cannot be used against flank or rear attacks, unless the
target/character has the eyes behind spell placed upon it and then natural
defense can be used. Natural defense can be used against a thrown attack,
if the target is not engaged. The only time this defense can be used
against a missile attack is if the target is dodging because of the high
velocity of most missiles.
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