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Re: (TFT) Con of the North
- To: tft@brainiac.com
- Subject: Re: (TFT) Con of the North
- From: Richard Walters <rick.walters@yahoo.com>
- Date: Sun, 2 Nov 2008 11:17:51 -0800 (PST)
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Page 18 of Advanced Mele "Defending and Dodging"
"The "dodge" option (for disengaged figures) and the "defend" option (for engaged figures) have similar effects. To hit a figure who is dodging or defending, a figure must make it's "to hit" roll against adjDX on 4 dice instead of 3. 4 and 5 are still automatic hits; 20 and above are automatic misses; 21 and 22 are dropped weapons, and 23 and 24 are broken weapons."
"Defending is effective ONLY against NON-missile spells and attacks. A figure can defend ONLY if it has a staff, sword, club, etc., ready to parry the attack with. In other words, dodging makes a missile likely to miss; defending is used against physicial attacks from adjacent hexes."
"A figure must have a physical weapon (staff, sword, club, etc.) in hand in order to defend; this weapoin is used for parrying. You may "parry" with a bow or crossbow - but it will be ruined! "
"Neither of these options permists the casting of a spell or the making of any sort of attack. They are purely defensive. "
"NOTE: A magical image may dodge, but may not defend. It has no substance and vanishes if touched - so it cannot very well block a blow. "
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Page 20 of Advanced Mele under "Bezerking"
"A bezerker fights single-mindedly. He never flees, disengages, dodges or defends."
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Page 3 of Advanced Mele under "List of Options"
1. Stand Still or move one hex and..
b. Dodge* or defend
2. Move half your MA or less (note that engaged figures may only shift one hex) and..
c. Dodge*
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Page 4 of Advanced Mele still under "List of Options" - note for asterix above
* An engaged figure may NOT choose one of the options marked with an asterix; they require freedom of movement.
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Considerations I could not find with a cursory search of the text that you might want to consider. Consider all of these house rules unless you can find them directly yourself in the texts.
1. Line of sight affects dodging and defending. You can't dodge or defend what you can't see.
2. It seems implicit in the definition of defend that you can't parry an arrow. However, I've seen people try (always unsuccessfully, I might add. I think the GM made some bogus rolls to make the player feel like it was possible.).
3. It's not always in your best interest to dodge or defend. Calculate the odds yourself for defending against a character with 19 DX. Automatic miss on three dice is 16, automatic miss on 4 dice is 20!
4. There's quite a bit of debate surrounding three hex sweeps and defending. If only one of the figures in the three hexes is defending, then it seems that you must roll 4 dice at a -4 DX adjustment for the sweep. This is because it's an all or nothing attack.
5. Characters can't dodge grenade explosions. Also, people tend not to be throwing at you with a grenade, but at the ground at your feet. So, dodging a grenade won't help you (better to dive for cover or save your friends by falling on the grenade.. ya right.. never seen anyone do that yet!).
6. Similar to above, spells cast on a "hex" not on the person in the hex can't be dodged. So, for example, "slippery floor" can't be dodged.
Good Fortune,
Richard
----- Original Message ----
From: "raito@raito.com" <raito@raito.com>
To: tft@brainiac.com
Sent: Monday, October 27, 2008 4:37:03 PM
Subject: (TFT) Con of the North
I have a friend who's running a session of at least Melee there. (He wrote to ask me about some rules clarifications relating to Dodge and Defend). If any of you will be there his name is Tim Moore. Go play!
Neil Gilmore
raito@raito.com
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