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Re: (TFT) Minimum ST for armor?



Ty Beard writes:

> > -----Original Message-----
> > From: tft-owner@brainiac.com [mailto:tft-owner@brainiac.com]On Behalf Of
> > dwtulloh@zianet.com
> 
> > > 2. You could reduce the DX penalty for armor. In my TFT d20
> > > system, this might work. But in a standard TFT game you'd run
> > > into the "everyone hits most of the time" problem even faster
> > > than you currently do in TFT.
> >
> > I dont know if a DX penalty for armor is realistic.  I understand
> > that a person wearing properly fitted plate can do acrobatics!
> 
> Also, the DX adjustment is critical to stave off the "everybody 
> hits all the time" problem (if only for a short while). A DX of 
> 12 is a 75% chance of success. So you'd have to go to some kind 
> of parrying system like GURPS (ick) or have some other defensive
> adjustment.

Ty,

  Well, in TFT, thats the way it is.  The only way you can affect
  the ability of your opponent to hit is by defending (parrying)
  or dodging.  Otherwise you have to just hope your armor can 
  withstand the damage the other fella can dish out.

  If you choose the defend option in TFT, you are prevented from
  attacking in that round, which really sucks, IMHO.  There needs
  to be some way of parrying your opponents attack without totally
  losing your ability to attack back.

> > > 3. You could introduce a minimum ST requirement for armor and
> > > shields. Here are some very rough suggestions:
> > >
> > > a. Cloth, leather and small shields have no minimum ST (thereby
> > > allowing thieves and the like to function effectively). Chain
> > > is minimum ST 11; Half plate is minimum ST 13 and plate is
> > > minimum ST 15.
> > >
> > > b. If you lack the requisite ST for armor, your DX and movement
> > > allowance is reduced by 2.
> >
> > I would suggest that there's no DX adjustment -- but what you lack
> > is 1 pt MA for each point of ST under the minimum ... AND that you
> > must REST after so many turns of combat.
> 
> Interesting, but it really doesn't address the "DX is too valuable"
> problem though.

  In the system I was proposing, you would roll against your skill
  and not your DX, your DX is limited to the startup choice and
  whatever talents you've chosen and ... your skill cannot exceed
  your DX as computed by the basic level plus talent bonuses. So
  your DX never changes and your growth in skill is limited.  After
  a while, you have to look to something else to spend your experience
  on ...


> 
> > Cloth Armor: No rest period required;  Leather -- you must rest 
> > after 20 turns;  Chain requires you to rest after 15 turns -- 
> > plate after 10, etc.  So if Plate requires me to rest after 10 
> > turns and has a minimum ST of 13 ... and I have adjST:10 ... then
> > I have to rest after 7 turns of combat.
> 
> I wonder if you could do some kind of fatigue system lke this:
> 
> 1. Fatigue (fST) is equal to your ST. Losing fST has no effect 
> until you run out of fST.  Then you are "winded" and have your 
> MA halved, your DX reduced by 4 and your damage with melee 
> weapons reduced by 2. (You can jazz this up with rolls and 
> whatnot if you wish).

I would suggest 2 levels:  winded and "exhausted".  You are winded
when you've lost 3/4 of your fST ... and exhausted when you are 
down to 1 or 2 pts.  At 0, you collapse from exhaustion.

> 2. Each turn of combat, you lose 1 fatigue if you're wearing 
> chainmail, half plate or plate. You lose 1/2 point if wearing 
> leather or carrying any shield.

I bet others will think this requires too much bookkeeping.
But I like the basic idea.  Maybe 1/4 for leather, 1/2 pt for
chain, 3/4 for half plate, 1 pt for full plate, 1/4 pt for a 
small shield, 1/2 pt for a large shield, 3/4 for a tower shield.
All of these costs are cumulative.

Dan
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