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Re: (TFT) Re: engagement



You should look at Hasbro's Heroscape rules. Whenever a figure moves away from an adjacent figure the adjacent figure gets a reduced chance to inflict damage or kill the figure. You can download the 2nd edition rules for free here:

http://www.hasbro.com/default.cfm?page=cs_instructions&letter=H

--David O. Miller


On Nov 21, 2006, at 11:31 AM, Craig W. Barber wrote:

Right. This seems to be one of the big divides between TFT and GURPS: higher
MA and engagement limits.

Tough. Maybe the right solution is indeed to allow "run pasts" with a free
wild swing from those who were run past.

BTW, I used to allow a figure to "shift" one hex sideways even if this took them out of engagement with someone. So if "A" is surrounded by 5 goblins, he can shift into the one empty space, even though this means he broke engagement with three goblins "for free". Look at it this way: when he's down to one last opponent, he still must either defeat the opponent or use the "disengage" option. Adds a tiny bit of fluidity to the game. I should probably add that
to the list of simplifying rules I'm compiling.

Craig B


  ----- Original Message -----
  From: Peter von Kleinsmid
  To: tft@brainiac.com
  Sent: Monday, November 20, 2006 10:06 PM
  Subject: 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.

  PvK


  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.

Hmm....

Craig #B
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