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Re: (TFT) HTH mechanics
Hi Peter,
I like these rules. They seem balanced, yet still leave the innate
horror of grappling with a tiger. The only suggestion I would make is the
fending off rule. I like the correction about a weapon larger than a
dagger, but don't you think a master of Unarmed Combat would also be able
to avoid HTH as easily or easier than a typical armed thug? I haven't
thought much about this but here are some points to consider.
* The difficulty to target a UC artist would increase with the level of
training.
* No weapon is needed to fend off.
* A UC artist attempting HTH would gain an advantage based on level of
training.
* The advanced masters would be nearly impossible to take down by the
untrained.
I might try to develop this later on. Work is interfering with my fantasy
life. "They" just don't have their priorities right.
Keep 'em swinging!
David
At 06:18 PM 3/12/2005, you wrote:
>Self-correction to proposed HTH entry rules: fending off should probably
>require a weapon larger than a dagger:
>
>
>1) Use the by-the-book TFT rules, whichever sequence you prefer, though I
>would tend to choose the "during movement" system listed under the HTH
>rules themselves, since they are more specific, with the one-die roll
>replaced by the following new rules:
>
>2) When a figure moves to attempt HTH from the defender's front or side
>hex, if the defender has not yet taken his action for the turn, then the
>defender gets the option to strike at the attacker immediately using any
>ready weapon larger than a dagger - this will use the defender's action
>for the turn. The to-hit roll is on 4 dice if the attacker entered from
>the side. If the defender hits the attacker, HTH does not occur and the
>attacker remains in the hex from which they attempted HTH (*). If the
>defender misses or does not attack, the attacker must roll 3 dice on DX to
>enter HTH - if they fail, the attacker remains in the hex from which they
>attempted HTH (*).
> (* - If HTH attempts are interpreted as occurring during movement, a
> failed HTH attempt stops the attacker's movement, but does not cost them
> their attack. If instead, HTH attempts are interpreted as being an
> action, a failed HTH attempt uses the attacker's action for the turn.)
>
>3) If HTH does occur, each figure has the option to immediately drop their
>weapon and/or shield (weapons larger than daggers are useless in HTH, and
>shields offer no protection, but dropping them is not strictly required).
>Also as HTH begins, if the defender has a free hand (due to immediate
>dropping or otherwise), he has the option to try to draw a dagger (if he
>has one reachable) - this require a 3 die roll versus DX to succeed.
> (Optional rule: a 17 on the defender's dagger-draw roll means the
> dagger falls in the hex. An 18 means it falls into a random adjacent hex,
> unreachable from the HTH hex.)
>
>4) Choose one of the following optional rules:
>
>4a) If HTH does occur, both figures fall down in the defender's hex.
>
>4b) When HTH occurs and at the start of every turn including the first,
>each standing figure in HTH must roll 3 dice vs. ST or fall down. If a
>figure doesn't fall down, resolve HTH normally except standing figures are
>not at +4 to be hit, and when HTH ends they won't need to take a turn to
>stand up.
=====
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