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Re: (TFT) Re: engagement



Right, I see where you're going.

As I see it, you'd want some sort of "final strike" option if a figure with
higher DX moves away and the lower DX figure doesn't want to follow.  That is,
as TFT stands, the lower DX figure *eventually* gets to strike back at the
higher DX figure, assuming that he lives that long.   Problem: this means that
when the higher DX figure backs out of melee to race across the map, he has to
allow a bunch of lower DX figures who had him ("engaged") to go first.
Possibly a DX penalty for the lower DX figures, since they don't have a full
turn to look for an opening on the swing?

OTOH, your rule set would in fact allow the "mad weasel" defense we discussed
previously, so maybe the "final strike" option is a bad idea.

Hmm....

Craig #B



  ----- Original Message -----
  From: pvk@oz.net
  To: tft@brainiac.com
  Sent: Monday, November 20, 2006 4:06 PM
  Subject: Re: (TFT) Re: engagement


  Without calling it GURPS, and without thinking it through or playtesting
  it, I think you could use something similar to GURPS sequencing in TFT and
  drop engagement. It wouldn't work quite as well because of the higher
  number of hexes figures move each turn, but it'd look something like this:

  1. Roll for initiative only at the start of combat, not every turn. Apply
  modifiers for talents and circumstances. The result of winning initiative
  by 5 or more points is that the other side is surprised for one turn and
  everyone on that side needs to make an Alertness check or else take no (or
  limited by GM) action during the first turn.

  2. Each figure now moves AND acts before the next figure can move and act.
  The figures take their turns in DX order.

  3. Defensive actions like pole-arm defense vs. charge, and archers firing
  at people who weren't adjacent to them when the turn started, can take
  place during other figures' moves.

  4. Second arrows fire after everyone has taken their first move and fire,
  as before.

  5. Movement costs are not simply "1 per hex", but cost movement points
  (MP) as follows, up to the figure's MA:
  * Forward: 1 MP to move into a Front hex, turning to face the left or
  right Front hex if moving into those hexes.
  * Sidestep: 2 MPs to move into any hex (except the center front hex)
  without changing facing.
  * Turn: 1 MP to change facing by 1 except when moving forward.
  * Step: Instead of the above, a figure may always step one hex and choose
  any facing, regardless of MA.

  6. As in TFT, you can only take an action like an attack if you have moved
  half or less of your MA.

  7. Ignore all TFT "engagement" rules that restrict movement.

  8. Use TFT rules limiting attacks to Front hexes, giving bonuses to attack
  from the side and rear, etc.

  9. Optional rule: add a "wait" option - a figure can move up to half their
  MA and "Wait". In this case, the figure can delay their attack until later
  (such as when an enemy moves into range). If a figure moves up to a
  waiting figure and they both want to act before the other, use DX order or
  roll off if tied. The delayed action can be used any time up until the
  waiting figure's next action.

  PvK
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