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Re: (TFT) Charge Attack --> Some alternate rules.



rsmith wrote:
> 
>         The basic problem is that doubling the
> damage of a pole weapon may be too much. It

Exactly.  People build characters at the extreme end of the canon
spectrum (pike axes, Running, Elf, the 'Elven Amazon Pikes' as they're
known locally), then call it broken, then fix it.

> is no problem for a javelin, but it seems a
> bit much for pike axes.  Perhaps the momentum
> of a 3 hex charge would be better to do +3
> damage.
> 
>         This suggests another rule. If you charge
> 3 hexes in an (almost) straight line you do +3
> damage. If you charge 1 hex you do +1 damage.
> If you charge five or more hexes in an almost
> straight line you do +5 damage.
> 
>         The capping of damage at +5 would be for
> human figures running. (Basically after 5 meters
> the person has accelerated to their maximum
> speed.)  However for figures on horse back, the
> maximum damage for charges could be higher.
> 
>         Any thoughts.
> 


In my own spin on TFT, polelike thrusting attacks gain effective STR
from the relative speed of both figures, over the previous two turns. 
Move 8 paces last turn, then one this turn, and it can still be an
effective 'charge'.  Same if you stand still and he charges you.

I hadn't thought of the upper 'damage from speed' limit, but it makes
sense.  I would favor capping damage at half the MA, though, not at +5,
to preserve the sensibility of slower/faster chargers hitting
softer/harder.
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