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(TFT) Re: TFT Digest V4 #155
At 3:06 -0400 7/28/11, Jay wrote:
Any Figure with Thrown Weapons can move 2 hexes and throw a weapon lying on
the ground
Jay, this is where I came in but on re-reading the options
list on the excellent advice of several other list members, the
"scoop up" item only appears under Option III (AM pp.3), which also
explicitly states "no other action".
I think maybe
Turn 1:
move up to full MA, scoop up weapon
no action
Turn 2:
shift or move up to 1/2 MA
throw weapon
is the way that character would have to go. Two weapons would let him
do the same sequence, but scoop up 2 weapons (at -6 MA or with 2
3D/DX rolls) on turn 1 and throw both on turn 2. But I don't think he
can scoop and throw on the same turn, at least using the rules as
written. House rules may vary...
How about this 32pt Figure?
ST 8
DX 13
IQ 11
MA 12
Knife (1), Running (2), Thrown Weapons (2), Acrobatics (3), Two Weapons (3)
Could be an effective character, but limited in the maximum
amount of damage per turn he can do. Tactics would help, to give him
a better chance of controlling the range at which he throws.
Knock off 2 ST (and maybe move 2 more into DX), make him a
hobbit, and have him know "sha-ken" instead of "knife" and he goes
over the top, into the range of what I disparagingly call "MPNS"
(murderous psycho ninja sniper) hobbits. I'm sad to say that kind of
character is kind of a staple around our gaming group.
We assume MPNS hobbits get the +3 DX and +1 damage on *each*
of the sha-ken, up to 12, that they throw in a turn. That may be
unrealistic, but even if we allow only one sha-ken per turn, they
still go for aimed shots and dagger marksmanship shots, and the
hobbit racial bonuses are pretty undeniable there. Either way, they
are death on a stick for any unarmored opponent, and pretty bad news
(with dagger marksmanship) against armored ones.
1d6-4 basically means the Figure only scores damage with about a third of
its total successful hits.
I claim the table on AM pp. 10 says daggers do 1D-1 no matter
what strength the thrower. The table on pp. 21 applies for unarmed or
for HTH combat, or for clubs, but not for other weapons (like thrown
dagger).
At some point I need to read the Fahfrd and Grey Mouser
stories, but your figure sounds like he's on his way to a pretty good
spot - but yeah, he really needs one or two more experience before he
gets great. Rapier and main-gauche, or 2 rapiers, and Tactics,
actually works pretty good. If you can work in Fencing (at the cost
of running?) as well, it's even better - double damage comes up
surprisingly often with 2 attacks/turn and fencing.
If one of the spells on both knives is +5 ST does that count toward the HtH
damage table if he throws both of them in the same turn, i.e. does the
Second blow from Two Weapons Talent (@ -4 DX) happen before a Missile
Weapons second attack?
We play thus:
1) pole weapons charging
2) all other actions in DX order
a) first attacks, missile and 2-weapon
b) second attacks, 2-weapon
3) second attacks for missile weapons.
For a DX-13 fighter of this type, if I were putting magic on
his weapon, I'd put at least +2 DX on one of the weapons, to get his
second attack up to DX 11. That is, unless you can pretty much count
on the first attack knocking the enemy down - that would boost his
adjDX for the second attack up to the same as the first attack
(-4DX+4DX) so it would come as an immediate "coup de grace". In that
case, the blows happen "simultaneously". Else, the second blow
happens 4 DX later.
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