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Re: (TFT) Re: engagement
Yes, one weak spot compared to GURPS is that TFT MA is twice what it is in
GURPS, so if someone does survive a round, they could turn and run without
getting hit again (if they have enough MA). You'll notice that if MA is
halved, then even an unarmored person can't turn and flee and get out of
range from a standing facing foe in one turn. I guess you could change the
movement costs for turning, or turning while engaged, or halve everyone's
MA. Or have the "final strike" rule you suggested...
Or, just not care, because it's not like someone can avoid getting swung
at, even with high DX and high MA. That is, I'm not sure if you already
realized this or not, but having figures move and attack before another
figure moves (and sticking with alternating turns), already ensures the
"right to counterattack".
Example: If Dextrous Dan moves first and runs up and attacks Slow Sam, and
Sam survives until his time to act, Sam then gets to attack Dan.
This will be true as long as no one takes Sam out of action before Sam
acts, just like in TFT, especially if actions all must take place after the
figure's movement is complete. Though even that wouldn't necessarily have
to be a rule either.
At 06:11 PM 11/20/06 -0700, you wrote:
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.
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