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Re: (TFT) Breaking through walls and other barriers - draft rule
- To: <tft@brainiac.com>
- Subject: Re: (TFT) Breaking through walls and other barriers - draft rule
- From: "Charles Gadda" <cgadda@earthlink.net>
- Date: Tue, 22 Feb 2005 21:55:07 -0800
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Don't know if I like this yet or not, but I definately like and admire the
approach vis a vis a unified mechanic. Keep it sleek and clean.
----- Original Message -----
From: <ErolB1@aol.com>
To: <tft@brainiac.com>
Sent: Monday, February 21, 2005 2:15 PM
Subject: (TFT) Breaking through walls and other barriers - draft rule
> After reading the various responses and thinking things overe, here's what
> I've come up with as a draft rule for my campaign. I don't intend it to be
> terribly realistic, but rather I'm aiming for:
>
> a. making doors and thin walls relatively easy to break through
> b. making thick walls and mountain-sides relatively hard to tunnel through
> c. having a unified mechanic so I don't have to rule whether a given wall
is
> "thin" or "thick"
> d. keeping it fairly simple
> e. keeping it fun
>
> ***Draft Rule***
>
> *Walls, etc*
>
> Walls, doors and other barriers have +1 armor per 10 cm (4 inches)
thickness,
> in addition to their natural armor from the material of which theybre
made.
> If a character bashes at a barrier for over a minute, he may ignore this
extra
> armor from thickness (but not the base natural armor) once every twelve
turns.
> The damage from missile spells also ignores the extra armor due to
thickness.
>
>
> For example, a character digging his way into the stone face of a cliff
will
> have to overcome 4 points of natural armor, plus many tens of points of
> additional armor from the many meters of stone. Once every 12 turns,
however,
> he
> only needs to overcome the 4 points of the stonebs natural armor,
ignoring
> the
> mountain of armor that comes from the mountain of mountain that he is
> attempting
> to tunnel into.
>
> Note that attacks against barriers cannot get damage bonuses for bcalled
> shots.b
>
> *Armor and Strength by Material*
>
> Wood normally has 1 or 2 points of natural armor. Once past the natural
armor
> (plus any armor due to thickness) a 1 meter by 1 meter panel of wood
> typically has 3 to 5 points of Strength per cm thickness. Thus a typical
heavy
> door,
> one meter wide, two meters high, and 6 cm thick, might have 2 points of
armor
> and St 48 (4 St per cm times 6 cm thickness times 2 square meters).
>
> Stone normally has 3 to 5 points of natural armor. Once past the armor, a
> square meter slab of stone typically has 6 to 10 points of St per cm
> thickness.
> Thus a stone door (1 m by 2 m by 6 cm thick) might have 4 points of armor
and
> St 96.
>
> Metal normally has 6 points natural armor (and sometimes has more). A
square
> meter slab of metal typically has 10 or more St per cm thickness. Thus a
metal
> door of 1 m by 2 m by 6 cm might have 6 points of armor and St 120.
>
> As noted above, thick walls get an additional +1 armor per 10 cm
thickness. A
> 2 meter thick stone wall might have 4 points natural armor, 20 points
armor
> due to thickness, and St 1600 per square meter panel (St 3200 for a 1
meter by
> 2 meter doorway-sized section). A character attempting to break through
that
> wall would have to overcome 24 points of armor with most attacks, but only
4
> points once every 12 turns if he keeps bashing. (He also has to overcome
only
> 4
> points of armor if he uses missile spells to try to blast through.) After
> subtracting the armor, he will then have to do 3200 points of damage to
cut a
> 1
> meter by 2 meter doorway through the 2 meter thick stone wall.
>
> *** End Draft Rule***
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