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Re: (TFT) Shield rush in Melee
Im sure I've talked about this before ... but what about cases where
you are attacking with a club? If you want to treat a shield as a club,
then it seems that a club ought to get some kind of knockback
capability as well.
club (crush) damage DX minus knockback
1-3 0 0 hexes
4-6 0 1 hex
7-9 -1 1 hex
9-12 -1 2 hexes
12-15 -2 2 hexes
...
Im just throwing these numbers out for discussion, havent play-
tested them or anything. The idea is that just getting hit with a
heavy crushing weapon (clubs, war hammers, etc) can inflict
a knockback on the unfortunate victim. The table reads like
this: If I do 8 points of damage with a club (BEFORE any
damage absorption effects like armor, stone flesh, etc), then
my opponent takes an adjDX roll at -2 to avoid falling down.
Regardless of the saving roll, he is knocked back two hexes
in a direction chosen by the club wielder.
Example: Albert (ST 10, DX 14) is attacking Burt (ST 12,
DX 13(10)) Burt is wearing chainmail. Albert swings his
club and hits Burt for 4 points of damage. Burt's chainmail
reduces this to 1 hit, but Burt must make a DX roll to avoid
falling down. Burt rolls a 7, making his roll -- but is still
knocked back one hex.
I suppose you could complicate the DX roll -- if you make
roll exactly, you remain on your feet but are knocked off
balance - you cannot attack next turn and your attacker
gets a +1 DX bonus. If you miss by 1 or 2, you fall to your
knees. If you miss by 3 or more, you fall down in the knock-
back hex.
If you can't be knocked back the full distance (you are up
against a wall or get thrown into a wall), you take 1 more
point of damage for each knockback hex you can't take.
I just threw these numbers out for discussion - I havent play-
tested them or even the idea. But --- does anyone think the
idea has merit?
Dan
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