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RE: (TFT) Justifying an aspect of combat...
- To: <tft@brainiac.com>
- Subject: RE: (TFT) Justifying an aspect of combat...
- From: "Christopher Brandon" <brandon@pokemon-seattle.com>
- Date: Tue, 2 Sep 2008 07:39:57 -0700
- In-reply-to: <69aa38860808311643y58a70638u346bea38464fc1f0@mail.gmail.com>
- References: <69aa38860808311643y58a70638u346bea38464fc1f0@mail.gmail.com>
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- Thread-topic: (TFT) Justifying an aspect of combat...
**After years of play, I just realized something. Combat is only based
on your ability to hit, and it doesn't take your opponents Dex into
consideration***
In my home rules we allow a person who is the target of a successful
attack to roll to parry if they are using a sword (not a foil or rapier)
or a matching weapon in Melee(axe vs Axe, mace vs mace etc.)
Alternatively they may dodge if they are not using a correct weapon to
parry with. A player may only make one defense roll per turn in combat.
So you get one attack roll and one defense roll per turn.
Note: I do not allow for the dodging of arrows if the person firing is
within 15 hexes of the target, but I do allow a dodge attempt if the
weapon is a thrown one.
This allows someone with a higher DX a chance to avoid the blow and
makes combat interactive. I know some TFT purists dislike the extra die
roll, but I think it makes combat more interactive and intense.
Cheers!
Chris
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