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RE: (TFT) Language of Dice
I don't know, it seems pretty
complicated...
Rick,
Hehehe. Got a nice chuckle out of that one. If I understood what I
was reading earlier in the D20 battle reports two key issues came up. I
summarize them here in my own words.
1) doubling DX mods to offset the flat progression
(attacking from the side became DX+4).
2) loosing the distinction between more dice as a
harder roll, and makinging everything just DX mods.
My premise is this; while Ty has advocated using a D20 for combat I don't
think that requires changing every dice roll to the twenty sided. I propose
using 3d6 for IQ rolls (disbelive, berserk, etcetera), 2d10 for ST rolls,
and d20 for DX rolls (which are the vast majority of combat). That is the
premise.
On top of this is one benifit using the respective curves of the dice
combinations to reflect the different attributes. On 3d6 vs IQ the
difference between IQ 5 and IQ 8 is substantial, just as it is between the
inteligence of a horse compared to a human. On 2d10 the differences in
strength are still on a curve but less so. This seems O.K. as many monsters
have ST 30 or more where as monster IQ never goes over 20 starting out. And
lastly the D20 for a flat progression on DX.
The second use, hopefully, of this is that difficult rolls (like 4D vs. a
defending character) can be handled by simply adding 1d6 to the roll. So to
attack a defending character one has to roll a twenty and a six, add them
together and still make their DX. Or... d20+d6. A five dice roll vs. IQ,
like resisting a word of command, is still 5d6 as all IQ rolls are on 3d6 to
begin with. But take a strength roll for example. Someone trying to escape
from being pined, normally a 4d roll vs. ST will be a 2d10 roll plus a d6,
or 2d10+d6.
In summary different dice are used for different attributes...
d20 = DX roll
2d10 = ST roll
3d6 = IQ roll
And harder Dice rolls just add D6 to the roll. I submit that dice mods
should remain as they are printed. An attack from the side being just DX
+2. Only in the aim that TFT remains entirely intact with only a change in
the dice combinations used. In way of specific examples below is a list of
Melee saving throws and the new dice combinations that cover them. Also I
reprent the Melee Options at the end (I noticed two typos I wanted to
correct.)
David Micahel Grouchy.
My humble contribution to the D20 system. I have had to gel this one a
little while trying to figure out to explain it. Instead I realize that we
speak the TFT language fluidly enough that numbers can speak for themselves.
I choose the layout of the MELEE OPTIONS as combat seems to be the focus
of the current rules testing. I submit that the D20 system can add more to
the TFT system while still maintaining its unique combination of DX mods and
increased number of dice rolled.
David Michael Grouchy II
_______________________
_______________________
d20 = roll vs. DX
2d10 = roll vs. ST
3d6 = roll vs. IQ
-d6 = subract roll on d6
+d6 = add roll on d6
@ = automatic success
_______________________
MELEE SAVING THROWS
3d6 Ambush, Naturalist to detect plant or animal
2d6 Ambush, anyone may save to detect prootwaddles
-d6 Ambush, Alertness to detect any kind
-d6 Ambush, Acute hearing, and alone, to detect any kind
3d6 Berserk, go into or come out of
Broken ground (DX -2)
d20 Broken ground, Moving over half MA (DX -2)
d20 +d6 Blunderbuss, if shot by to avoid 1+2 damage
2d10 Blunderbuss, shooting to avoid being knocked down
2d10 Blunderbuss, if shooting without guns talent (ST -4)
d6 Break weapon, Finely made+1, 1-3 means dropped instead
d6 Break weapon, Finely made+2, 1-4 means dropped instead
Climbing/decending, fighting (DX -4)
d20 Climbing/decending, to avoid falling if fighting (DX -4)
d20 -d6 Climbing and spiking 2m vertical wall, Climbing Talent
d20 +d6 Climbing and spiking 2m vertical wall, Non climber
@ Climbing spiked and/or roped wall 2m, Climbing Talent
d20 Climbing spiked and/or roped wall 2m, Non climber
@ Climbing freely-hanging rope 1m, Climber/Acrobat
d20 -d6 Climbing freely-hanging rope 1m, Non climber
Roped comrade, who falls, stop from yanking you off
2d10 -d6 25kg or less
2d10 26-49 kg
2d10 +d6 50-100 kg
2d10 +2d6 101-200 kg
Roped comrade, abandon by cutting rope instead
d20 (if you fail, then make above roll at +d6)
Roped, everyone fails, with top secure to solid object
1 in 6 rope breaks
Roped, everyone fails, with top on a grapnel
2 in 6 grapnel slips or breaks
-d6 Climbing roll, 45 degree slope or steeper, easier
d20 Climbing roll, gentle slope <45 degrees, Non Climber
d20 Climbing, To stop rolling down a slope after 10m
Concealment, you are leaning out from wall or tree (DX -2)
Concealment, target is prone/kneeling behind body (DX -4)
Concealment, target's head and sholders only (DX -6)
3d6 Concealment, hide up a tree from persuing enemy
1 in 3 Cranequin fits any random crossbow
Crossbow, you are kneeling/sitting with bow support(DX +2)
Crossbow, you are lying prone (DX +1)
Darkness, fighting or casting thrown spell (DX -8)
d20 Darkness, moving more than half MA
d20 +d6 Darkness and broken ground, moving more than half MA
Darkness, missile/thrown weap or missile spell (max DX 5)
Fire, green slime, troll, mummmy, water element, x2 dmg
Fire, ordinary animal fighting against (DX -2)
d20 Fire, knocked down holding lit molotov to jerk wick out
d20 +d6 Fire, hit by molotov to avoid catching fire
d20 +d6 Gas bomb, to jump out of affected area
d20 Gas bomb, if you fall down, to aviod breaking
d20 -d6 Gas bomb, if you fall and bomb is in pack and cushioned
Petard, to throw one requires at least ST 30
d20 +d6 Petard, to pull fuse if lit
@ Poison, to remove poison sac from animal if naturalist
d20 Poison, remove poison sac if not a naturalist take 1d dmg
3d6 Poison, to detect in food or drink and spit out
2d6 Poison, to detect double dose in food or drink
@ Poison, to detect triple dose or more in food or drink
-d6 Poison, chemist/alchemist/or animals to detect food/drink
d20 Lasso, Loosen, cut, or break if ST > 20 and have hands
d20 Sheild rush, Remain standing vs. by figure => ST.
d20 -d6 Sheild rush, Remain standing vs. by weaker figure
@ Sheild rush, Remain standing vs. by figure <= 1/2 ST
d20 Trampling, to roll out from under
Water, ankle deep (DX -2)
d20 Water, ankle deep, move over half MA (DX -2), or fall
Water, knee deep, MA/2, (DX -2)
d20 Water, knee deep, MA/2, move over 1/4 MA (DX -2), or fall
Water, knee-neck deep, max MA 2, (DX -2)
d20 Water, knee-neck deep, max MA 2, move 2 (DX -2), or drown
Water, hold breath, non swimmer, ST = turns
Water, hold breath, swimmer, ST+10 = turns
Water, hold breath, diver, ST+20 = turns
Water, over head, weighted & walking, max MA 2,(DX -2)
d20 Water, over head, weighted & walk, move 2(DX -2), or fall
d20 Water, over head, weighted & walking, stand after fall
d20 Water, over head, dog paddle/swim and fighting, or drown
d20 +d6 Water, Drowning, non swimmer
d20 -d6 Water, Drowning, swimmer
@ Water, Drowning, diver
_______________________
_______________________
d20 = roll vs. DX
2d10 = roll vs. ST
3d6 = roll vs. IQ
&d6 = variable number of damage dice
_______________________
MELEE OPTIONS
I. Stand still or move one hex and:
d20 &d6 Attack
d6 Dodge* or defend (d6 added to opponents' attack roll)
Drop to knee or prone
Disengage
Stand up
d20 &d6 Cast a spell
3d6 Disbelieve
Pick up dropped weapon
II. Move half your MA or less* (Note that engaged figures
may only shift one hex) and:
d20 &d6 Charge Attack*
d20 &d6 Throw a weapon or jab with a polearm
d6 dodge* (added to opponents' attack roll)
drop to kneeling or prone
d6 attempt HTH (opponent rerolls D to resist)
III. Move more than half your MA, up to your full MA.* Take
no other actions except:
d20 Jump over 1 hex
d20 +2d10 Jump over 2 hex (rolled vs ST+DX)
d20 scoop up weapon
IV. Special Options.
stand up and move half MA
stand up and ready weapon
drop ready and change weapons
put up ready and change weapons and move up to 2 hexes*
ready weapon
swap weapoon with adjacent non enganged figure*
d20 ready weapon if prone
V. Options for figures in hand-to-hand combat.
d20 &d6 Attck using hands or dagger (at DX+4)
d20 Attempt to draw a dagger
Attempt to cast a spell (at DX-6)
d20 +d6 Attempt to disengage (at DX+4)
d20 Attempt to pin your foe
d20 -d6 Attempt to pin your foe (if you have 1 level higher UC)
d20 -2d6 Attempt to pin your foe (if you have 2 levels higher UC)
d20 +d6 Attempt to pin your foe (if you have 1 level lower UC)
d20 +2d6 Attempt to pin your foe (if you have 2 levels lower UC)
2d10 +d6 Attempt to break pin (if opponent is not stronger)
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