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Re: (TFT) An Even More Radical Re-Imagining of TFT...
Oops. Sorry, I mis-read the suggestion. Self-correction:
I was thinking the basic system was "hit on 21+" for melee, not "hit if
your roll is greater than the enemy roll". All of my comments about the
value of using "Option 4" become irrelevant, because it appears to me now
what I meant by "Option 4" is actually the same as the main suggestion, and
the actual "Option 4" has no effect - it just changes the way you talk
about the numbers. So to respond to some of my own comments:
At 09:46 AM 1/21/04 -0800, Peter von Kleinsmid wrote:
In fact, your basic system (rules 2 and 3, without option 4, and without
the "if critical" part of rule 3), I would expect to butcher-high DX
characters without armor. ...
Ok, with my re-read of the proposal, the skill does help defense, so this
However, the suggested rule does seem to result, about 90% of the time in
one of every pair being hit. 5% is a critical miss, and there's usually a
5% chance of a tie (which is undefined - either both hit or both miss, I
suppose - hopefully you'd roll to see which, so both an exchange of hits or
misses could be possible). Exchanging blows will be quite rare. While some
fights may proceed faster, slug-fests between accurate well-armored
opponents may go more slowly, since usually only one per turn will hit.
As for Captain Kill, he's still a valid example of why there needs to be a
cap on the skill bonus for an all-out attack. However in the suggested
system, adding the same amount to everyone's melee skill would seem to have
no effect at all - the highest roller still hits, and doesn't get hit.
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