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(TFT) On the subject of parrying, crazy and crazier ideas...



Run it the other way:

instead of -DX to your opponent for parrying, assume that the 5 second round
includes a parry  unless you gave it up.

Remember the old "All out attack" rules?  We could instead go with something
like:

You get +1or 2 or 3 DX for an all out attack, but NEXT turn, your high DX
opponent gets a DX bonus too (the same amount?)

So if your DX9 guy survives the DX14 guy's attack, he can take a +2 for an all
out, then live with the adjDX16 attack NEXT turn.

Blue skying here, there are probably holes in it.  (For starters, it doesn't
help with the first-round charge attack problem.)

I recall trying to make up better rules (again, circa 1980) for attacks on the
opponent's weapon.  That is, the swordsman gets his attack the instant the
halberd HEAD comes in range, during the opponent's move.

Maybe the fundamental prob with TFT:

>>But, in Melee, if you stand toe to toe with opponents and don't dominate,
you're toast.  I just sometimes wish there >> was more balance toward the
fencing, parrying, blocking and dodging skills.  It would definitely prolong
battles, >> but the swashbuckling style encounters can be fun too.

But if we fix it, do we get the GURPS problem?  What's the SIMPLE fix here?

Wait, here's an even crazier idea: DELAY DAMAGE EFFECTS FOR ONE TURN.  "OK,
you've impaled the orc on your pikeaxe for an adjusted 38 points of damage,
which takes effect next turn.  But for THIS turn, his dying blow is at full DX
and strength..."

That is: 5 hits: the figure gets to finish THIS turn with normal DX.  8 hits:
the guy falls down AFTER he finishes this turn attacking and normally
standing, and so on.  We could rationalize this (hah!) by saying that swings
and arm motions will be completed by any dying figure, that most damage that
kills takes at least a FEW seconds to finish off the enemy and so on.  Or put
in an exception: if you do actually do triple the figure's ST, they die
instantly.

OK,  where's my aspirin?
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