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Re: Re: Re: (TFT) Two Weapons/Thrown Weapons
- To: tft@brainiac.com
- Subject: Re: Re: Re: (TFT) Two Weapons/Thrown Weapons
- From: rich <sca_rickard@yahoo.com>
- Date: Mon, 11 Jul 2011 07:02:05 -0700 (PDT)
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I'd say yes. The Thrown Weapons talent says you can throw on the turn you ready the weapon without any statement regarding which method is used to ready it.
I can see an innkeeper with the Thrown Weapons talent trying to break up a fight in the tavern by throwing a pewter mug each turn from behind the bar into the crowd. I think I'll use that sometime -- maybe 1-4 for pints and 1-2 for quarts.
Rich
--- On Mon, 7/11/11, John <johnnyboytmm@juno.com> wrote:
> From: John <johnnyboytmm@juno.com>
> Subject: Re: Re: Re: (TFT) Two Weapons/Thrown Weapons
> To: tft@brainiac.com
> Date: Monday, July 11, 2011, 5:03 AM
> Just to clarify the rules point, it
> is ony trying to pick up a weapon (or 2) as part of one's
> movement that makes the plan not work within the
> rules. Standard techniques like Drawing a weapon,
> Taking the action "pick up dropped weapon", or "Change
> weapon" (including exchanging weapons witha friend within 1
> hex) all result in a ready weapon, available for
> throwing.
>
> So a figure with thrown weapons could stank by a pile of
> axes and throw one each turn by using the pickup weapon
> option, at least that is how the rules read to me.
>
>
>
> ---------- Original Message ----------
> From: "John" <johnnyboytmm@juno.com>
> To: tft@brainiac.com
> Subject: Re: Re: Re: (TFT) Two Weapons/Thrown Weapons
> Date: Sun, 10 Jul 2011 12:37:40 GMT
>
> Yeah, I think the question was more of a "Rules as written"
> question. To which question, the answer is NO, the
> rules, do not support "scooping up 2 axes off the
> floor, readying, and throwing them both - on the
> same turn". In fact, picking up one fallen throwable
> weapon and throwing it in the same turn is not supported by
> the rules as written.
>
> Also, it is not entirely clear to me that the 2 weapons
> skill, as written, is really intended to allow the throwing
> of 2 weapons. It is really designed to allow a 2 sword
> style of fighting. But it does not specifically
> disallow throwing, so I think a two weapon fighter with,
> say, 2 maces could smash with the first, and throw the
> second, entirely within the rules, as written.
>
> As to whether the rules accurately reflect reality in every
> respect, probably not. I think we can all agree.
> The benefit of the rules as written, is that they are
> clear(ish) and concise, and make clear precisely what each
> figure can do, and when. Therefore, all the
> information one needs is "on the map".
>
> Once you start saying, "well, 5 seconds is long enough, so,
> notwithstanding that there are clear rules to teh contrary
> in the game we all agreed to play, and notwithstanding that
> you are unarmed, you can pick up 2 weapons, throw them, and
> potentially kill two other characters, as long as you make
> this series of roles that I have pulled out of my cinematic
> opinionator (but have all sorts of tables of data to support
> the idea that it is theoreticaly possible within the time
> constraints), - you are playing a different game. Now
> if you documented all those rolls ahead of time, and
> everyone agreed to playing that different game, OK, but
> otherwise, not so much - or if everyone agrees that, rules
> notwithstanding, the GM can assign a role to allow any
> character (PC or NPC) to do non-rules-compliant stuff,
> because it would look cool, then also OK, but again, it is a
> different game, and one where everything is not contained on
> the map (and in the rules).
>
> I used to play that way, and we had fun, but we did not use
> the hexmap, or figures, we just used 3d6 vs dex, and
> everything else in combat was mostly narrative. I
> found this led to less agreement as to what was going on,
> and more pressure on the GM to fudge.
>
> Playing by clearly established rules, either as written
> (what I do) or as estensively house ruled ahead of time,
> takes all that away, and allows for the map to be
> definitive, and the dice to fall where they may. Which
> lately I enjoy more as a GM, since it makes it easier for me
> - fewer judgement call, less debate or fudging, etc. - but
> also less supporting of cinematic play, and robust hollywood
> creativity. You take the good with the bad.
>
> On the other hand, if that same player character, took the
> time to stash weapons in grabable locations throughout his
> home, or wherever they were staying at the time, so that he
> always had a readiable weapon nearby, without being
> obviously armed, I would totally let him use them, if he is
> in teh right spot, almost as if they were on his person,
> since he specifically prepared for it up front.
>
> Anyway, different rules get you a different gameplay,
> that's pretty much all I am getting at here, everyone just
> needs to find the combination that gets the results they
> want.
>
>
>
>
>
>
> ---------- Original Message ----------
> From: Maou.Tsaou@gmail.com
> To: tft@brainiac.com
> Subject: Re: Re: Re: (TFT) Two Weapons/Thrown Weapons
> Date: Sat, 09 Jul 2011 03:21:33 +0000
>
> I didn't mean to be confused, it's simply that when I
> actually paid
> attention to the actual physical dimensions being described
> by a TFT-hex
> then the timescale starts to look pretty silly.
> I find that old school players tend to think that a TFT hex
> is much bigger
> than actually stated in the rules.
> I also find that old school players tend to be married to
> the idea of the
> 3d6 check.
> There is nothing in TFT that says I can't assign a 20d6
> check as a GM, but
> of course if my players think I'm just pulling 20d6 checks
> outta
> my... "opinion maker" then I'm not likely to keep players
> around so I try
> and describe where the extra dice are coming from.
> However, 10 TFT-hexes @ 1.3m per or ~4.3' per is something
> under 6 mph for
> Joe Average Hero's MA.
> That's not even a really brisk walk.
> Now it seems just a bit silly to say that although you as a
> physical person
> can probably move 20 feet, pick up a couple of knives or
> something and
> throw them inside of 5 seconds your idealized, imaginary
> "hero" can't do
> that.
> I find an approach like that tends to frustrate my players
> NOT entertain
> them.
> I didn't give TFT's hexes or turns their values, much less
> the critters
> their
> MA, but I can point out that the "system" makes for a very
> strange horse
> race.
> I guess I am a bit confused but I don't think this ones on
> my tab...
=====
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