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Re: (TFT) Justifying an aspect of combat...
But if we wanted that level of detail then
we'd take something like Rolemaster and add four more books of rules to
it, and single combat would take a weekend or some serious computer
support to play.
I know your response is a bit tongue-in-cheek, but I think it's also waaaaay
off-the-mark.
The whole quandary can be very easily fixed by adding one extra die-roll
between "To-Hit" and "Damage": the "Defense" roll (parry, shield-block or
dodge). It's a tiny price to pay to correct an enormous oversight/flaw of
the TFT combat system. The extra time it takes to make the defense roll is
a worthwhile investment in the Reality-side of the "Simplicity-Reality"
equation.
Gavin Gossett
The Fantasy Quest
TFQ Games
Gavin@TheFantasyQuest.com
www.TheFantasyQuest.com
----- Original Message -----
From: "Steven K. Mariner" <skmpu@bhmk.com>
To: <tft@brainiac.com>
Sent: Sunday, September 07, 2008 11:24 AM
Subject: Re: (TFT) Justifying an aspect of combat...
Dear David,
> > From: joel.siragher@gmail.com
> > After years of play, I just realized something.
> > Combat is only based on your ability to hit, and it
> > doesnt take your opponents dex into consideration.
>
> David Michael Grouchy II wrote:
>
> You have yet to make a convincing argument that
> something is amiss.
Is that really needed? In a friendly forum like this?
I think it's clear that Joel is addressing an issue of a perceived
weakness of "realism" in the combat system. The weakness in question
seems pretty evident to me, so establishing that with a geometric proof
would seem tedious at best.
By the same token, I suspect your stance is that Joel has missed the
primary goal-set of the TFT combat system.
I have always held the opinion that the goal of the TFT combat system is
"speed and ease of use through simplicity".
I also think it is fairly common knowledge that these two goals (realism
and playability) are often at odds with each other, requiring some kind of
trade-off in any game design. In the business, I believe this is usually
referred to as "abstraction".
So if I've sussed yours and Joel's stances correctly, my response would be
something like this:
"Yes, it's a bummer we can't show that a master swordsman or someone with
amazing reaction speed is likely to avoid being hit by a total newbie in a
sword fight. But if we wanted that level of detail then we'd take
something like Rolemaster and add four more books of rules to it, and
single combat would take a weekend or some serious computer support to
play. Melee is about gettin' it done quickly. Detailed realism simply
takes a back seat here."
My apologies if anything here is seen as disrespectful, as it was not
intended as such. Perhaps a tongue-in-cheek moment here or there, but
again, not intended as an overt thing in any way.
And if I've missed your mark, David, I do look forward to being educated
as to what you really were driving at. 'Cuz I do love your posts and your
perspective on the game.
- Steve M.
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