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Re: (TFT) MA issues, proposed fix



On May 7, 2011, at 4:07 AM, PvK wrote:

--- mejobo@comcast.net wrote:
...
I'd disagree that its worthless to have a real world idea of what
these numbers mean. Though it won't come up during play, it does help
for stuff like designing spells, weapons, etc. For example, if you
want to introduce guns (and more 'realistic" and 'historic' guns than
those in TFT), then you'll probably use that 5 second system to help
figure out the right numbers for reloading. But at the same time I
find the idea that this is fundamental to play, and that it'll
frequently come up, kinda silly.

I actually agree that it is interesting to think about, good to have good answers for, good for designing stuff with, good for modern settings, etc. The recent posts where I'm saying it doesn't matter were just to show why I disagree about why we don't usually care. I'm just saying that in play, we almost never have a real reason to care how many seconds a combat lasts, because almost everything is in turns, not seconds, and also combats don't last very long in seconds compared to time spent doing other things, including cleaning up after combats.

And BTW I have played out some battles in TFT with hundreds of characters each with their own stats and equipment, and unless the terrain is severely blocked, it still doesn't take a heck of a long time, in game turns, to resolve the combat.

Totally agreed and understood. In fact, most players I've played with (and the few who GM of those... I'm usually the one who does that, though) generally think of a TFT turn as being "about 5 seconds each." So we view it as a guideline... which is why its good that things in game are counted in turns, not in seconds.

Have you done said battles with long distances though? Archers in real battles are shooting from a long ways off, and swordsmen need to charge across long distances to get to their foes... and then once the melee starts, generally only some of the men from each unit are actually fighting each other at any given time, the others standing in the back, waiting for the opening for them to enter the combat.

Not sure how well this works out using TFT (we generally just turn on the TFT combat once the players are in the aforementioned combat.)
PvK
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