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Re: (TFT) HTH Combat Modifiers?

Hi Randolph 
	No modifier other than the home made 
Judo talents.  I would rather the heroic people
be better at such things, (being good in combat).

	Different editions of TFT have had 
different HTH rules.  I use the ones where going
into HTH during the ACTION phase.  So my heros
would get some sweeping blows against those 
darn red sash priests. (This goes a long way to
ward fixing the HTH problem.)

	I do allow people to go into HTH in 
movement but it must be a dive at the legs which
is especially risky because it is easier to get hit
and if you fail to make it you end up prone.

	Glad to hear from you.


>Hello Folks,
>After lurking a while, and idea has popped into my noggin that I thought I'd 
>solicit thoughts from the peanut gallery here.  I'm usually a faily strict 
>interpretor of the TFT rules, because I love the game as it is - simple.   I 
>do employ SOME house rules, and I think that it's a great system to add or 
>subtract from as you see fit.
>So, on the the issue at hand (to hand).  It seems to me that given the 
>current system of rules it's rather easy to get an opponent into HTH combat, 
>particularly using qualifier b) (below).
>a) defender has back to wall, lying down, prone, kneeling
>b) defender has a lower MA
>c) attacker comes in from the rear
>d) defender agrees to enter HTH
>Now football fans out there I'm sure will attest to the fact that Dieon 
>Sanders is faster than most of his collegues in the NFL, but he can't tackle 
>worth a damn.  I understand the rationale behine rule b) (above), but In my 
>many years of playing TFT, I've used this little gem to (unfairly in my view) 
>manipulate combat as both as both a player and GM.  I asure you that players 
>in my campaigns complain vociferously about the dreaded dagger wielding 
>Piests of the Red Sash, who all have the Running talent, and who like to come 
>in waves at yon heroes !
>I'm not advocating a drastic change in the parameters for initiating HTH, but 
>I wondered if any here have some modifiers to the d6 roll for things such as 
>higher (or lower) ST or DX, HTH talent level, terrain, suprise, weight of 
>combatants, etc.  It just seems rather silly to assume that 2/3 of the time a 
>faster man can take another man to the ground based on speed alone.  This 
>goes simlilarly for condition a) above  - back to wall, and even to some 
>extent for c) coming in from the rear.
>I just wondered if any of you chaps have tried out a table of modifiers to 
>the d6 roll, or what you think of it.  
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