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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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