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Re: (TFT) Crunching the numbers...



David Michael Grouchy II wrote:
> 
> >John wrote,
> >
> >speed up the game.  Rolling To Hit dice would be all one color and damage
> >dice would be another.  If you hit, damage was already rolled.
> 
> >Thorn wrote,
> >
> >Why not only roll the three dice, with two of _those_ being color-coded
> >as the damage dice?
> 
>      I did a variation similar to this with TFT.  A player rolled 3d to hit.
>   If they hit they picked their damage from the dice already rolled.  It was
> impossible to do max damage with a great sword without a charm and 16 DX.  I
> loved it.  My players hated it.  Triple damage was miniscule.

>  Then I
> considered letting a dagger attack be a 1d to hit.  This forces the
> opponents to roll at the same time.
>      If two players roll their dice at the same time the other one does.
> Whoever rolls higher, and was still under their DX, hit and the other player
> didn't.  That way, sure, a dagger throw was easy but an opposed throw was
> somewhat more problematic.  This puts players in the position that if they
> have 14 DX they may wish to roll 4d to hit with a dagger.  They have a
> better chance of rolling higher than their opponent.

Am I translating this correctly?  "Your weapon does X dice, roll that
many dice as a combined 'to hit' and 'initiative'.  Roll lower than your
DX and you hit, but they may hit you first, if they rolled a higher
number.  You have the option of rolling more dice(and therefore having
more dice to pick damage from)."

Excellent.  Elegant.  It involves the player far more than the rather
rote "roll to hit, then maybe roll damage", which almost plays itself.
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