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Re: RE: (TFT) HTH mechanics
> From: "Marc Gacy" <mgacy@maad.com>
> I had an idea (not playtested at all), that eliminates
> HTH as a separate mechanic, but instead uses range DX
> penalties. This has probably been done before (in fact
> I may have even posted this before), but I think it
> would streamline things.
>
> DX penalties of weapons at various ranges.
> DX adjustment based on hex distance (adjacent = 1)
>
> Weapon 0 1 2 3 4 5 6 7+
> HTH weapons* 0 0 - - - - - -
> Normal weapons -3 0 - - - - - -
> Thrown weapons - 0 -1 -2 -3 -4 -5 -6 (-1/hx)
> Missile weapons - -3 0 0 0 0 0 -1 (-1/6hx)
> Pole weapons % -6 -3 0 - - - - -
> Pike - -6 -3 0 - - - -
> Lasso - - -6 0 0 0 0 -1 (-1/6hx)
> Whip - - - 0 0 0 - -
> * - Bare hands, cestus, dagger, sap, teeth, claws
> % - Treat Javelin, Trident as normal for Range
> # - 15 hex max range
I kind of like this table! Have a couple of ques-
tions, concerns:
1) Halberds?
2) Would you have another table for adjustments to
damage? ( ie, dmg from knives goes up to 1+2,
damage from pole weapons, two-handed weapons
(swords, axes, hammers), etc might go down.
3) I missed the # note -- is that for Lassoes?
Dan
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