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Re: Re: (TFT) Doing damasge modernly



Hi All,

I thought about grabbing some of the GURPS handling of weapons also. But I decided against because a major factor in TFT is the rapid play that comparatively speaking spends very little time flipping through tables and rulebooks. It's playability v. accuracy - and given all the things that can happen in a fight I don't know if it's that inaccurate. Just as a note, I have done a fair amount of eastern and western martial arts, including live steel in armor, and I've taken shots with blunted weapons while wearing chain over light padding, and shots that might have cracked a rib were just nasty bruises. My assumption is that good, clean shots are represented by high damage rolls, and well targeted shots are represented by critical hits, and all the "I hit him with my mace." "You do 3 hits, all of which is stopped by his armor." is due to the "Boards don't hit back!" aspect of combat, where you seldom get really clean shots. If you are skilled, you tend to get a lot more of them, which is why talents like Fencing (and equivalent Talents with other weapons) are an integral part of my game.

Of course, like so many of the websites I've been looking at, I've made additions to straight TFT to better reflect my views on combat, but I've tried to avoid adding die rolls to the system (though I'll admit I rather like the attack/defense die roll method M. Morger has come up with).

By the way, I would like to post my various additions/changes etc on my website, but I have them in the form of direct editing of the various TFT books (additions/changes in green). Not to mention the oriental campaign designed for solo play a la GrailQuest, but about 6 times as big (I had a lot of time on my hands at one point). Before I put anything on the Web, I am concerned about potential copyright issues that I wonder if anyone on the list has current information on?

Best,

Eric


At 10:20 AM 12/2/2004, you wrote:
> From: "rmorger" <rmorger@mail.ev1.net>

> As far as penetration goes, but unless you are talking
> about a modern type of armor that absorbs the kinetic
> force, AKA kevlar vest or similar, then the kinetic
> energy is spent in a direct force blow, AKA being hit
> by a sledge hammer or mace at full swing. Which can
> kill you every bit as dead as the bullet penetrating
> and bleeding you out.

I hate to turn this back to standard TFT, but now that
I've said that ...

I don't think TFT (or most RPGS) portrays blunt force
trauma very well.  TFT Chain, for instance, stops 3 hits
regardless of the type of weapon employed.  But to my
mind, chainmail is not very effective at mitigating blunt
force trauma.  Also, "hard" armor can become dented over
time, which can cause even more DX loss in mild cases or
even cause more damage to the wearer in extreme cases.

If I were going to redo TFT, I think I would give armor
3 "hits stopped" numbers - crush/pierce/slash - so that
chainmail might be listed as 0/-3/-3.  Weapons, such as
spiked clubs, would have their damage listed as 2+2/1+1/0
and you would roll for each type of damage when the
weapon hits the target.

As PvK mentioned, is playability vs realism and how much
you're willing to sacrifice one to get the level you want
in the other.

Dan
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