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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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