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Re: (TFT) HTH rules improvements by Erol

Whenever I tried to make HTH rules they came out way too complicated, so I
just stuck with TFT's rules whenever I used HTH, which is not too often.
But your rule changes are great!  Same enter HTH rules, different exit rules,
and a simple way to make a would-be HTH attacker pay  - if the attackee has a
melee weapon.  And as an added bonus, with the difficulty of disengaging from
a determined HTH attacker, entering HTH still has very meaningful tactical
When I compile the perfect ruleset (for me or those who like my style of
game), it will look alot like TFT but have this HTH ruleset.

-- ErolB1@aol.com wrote:-----------------------------------------------

The first thing I did was to simplify (and weaken) HTH by dropping the
bonuses: No +4 Dx for fighting in HTH, and no damage bonus for daggers or
teeth-and-claw attacks.

The second thing was to allow "opportunity attacks" at +2 Dx against
opponents attempting to enter ones hex for HTH combat. This was just an
extension of
the opportunity attack rules I'd already adoped for regular melee combat.
However - a character does not get an opportunity attack agains an opponent
entering his hex if the character is unarmed or only armed with daggers (or
small & light weapons "suitable for HTH combat")

The third thing was to change the disengage from HTH rule: I allow a
character in HTH to shift one hex during movement, leaving HTH without having
to make
a die roll. On the other hand, the character's opponent can also immediately
shift one hex to continue the HTH combat. But on the gripping hand, the
character gets an opportunity attack against his opponent, if he shifts to
HTH, provided the character has a melee weapon.

There are other bells & whistles, but that's the core of my HTH rules. It's
very hard to escape HTH if your opponent wants to keep you in HTH, but if you
have a melee weapon you can make your opponent regret keeping you in HTH. (If
neither side has melee weapons, then fighting in HTH isn't much different
regular melee, except that it's much harder to break away and run.)

Finally, I don't try to pretend that my rules are at all "realistic"; I just
find that they make for a good fun game.

Erol K. Bayburt
Evil Genius for a Better Tomorrow

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