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Re: (TFT) Aimed Shots
Ok. I took a breath. You make some good points. What you are saying
essentially is to reward characters for their character designs, which I
agree with.
I must say in the many years ive been playing this, I never considered
aimed shots. I dont know why. I guess im not adventurous. I dont recall it
ever coming up. I guess I always thought that a -6 will never hit, mostly
because i tend to not min/max/munchkin my characters. I tend to build my
characters aesthetically. Maybe thats why they die young (and stay pretty).
Head shots are double only after armor: some one in leather armor doesnt
have their face covered. Likewise for cloth and chain. Chain is even
easier for those nitty little arrows to puncture, even with silk
underneath. If you apply armor armor, then there will never be the 5 point
damage required to take out an enemy. If you look at the rules you will
find, that it takes 5 to cause an enemy to fall down unconscious.
The math:
bow dam: 1d+1. avg roll 4.5. player rolled 4, 5, 6 for damage. That
mean that he took out 3 opponents on 2 turns. If you appy armor of 1 or 2
or 3 (or 4) there is no chance of knocking out an opponent, so why do the
head shot at all?
The solution really is there for to take out aimed shots. Also remember
that the rule is in as an optional rule. If i leave the rule in, I will
have to up the number of baddies to balence the combat out. Since I can
predict that at least 1 baddie will go unconscious per turn by the archer
alone, because of a double shot 1d6+1, to the head. That makes the fight
artificially longer.
During those 2 combats, the archer took out 1/3 of the baddies in the
module in the first combat, which is more than the CombatMonster (mbt)
lizard man.
With these 2 fighting there is little reason to have any others fighting,
since the wizard can also through a 3d6-3 fire ball the first round of
every combat and also take out a guy.
I am trying to prevent an arms escalation condition. In hero games this
escalation is typical. As a matter of fact if I recall GURPS 3rd edition
has a similiar problem with Dex based skills becoming an arms race
condition also. Im just trying to keep the balence, and its up to the game
master to try to negotiate damage maxes and to hit maxs, while at the same
time providing the character the ability to feel heroic, not constant
FAILS. If the party wins out quickly in every combat, it takes away some
of the suspense that is built into the game to make it fun.
Not every combat should be a milk run. Dead. Dead. Dead, next round. Dead
dead dead... combat over.. next combat.... next game... after a few is just
not fun.
In retrospect, I should have not allowed the Lizard man and the optional
aimed shot rules in the first place. The game works very well with the
base rules and races that are in place.
But, then again, Im still open to being convinced otherwise.
On Fri, May 18, 2012 at 8:46 PM, David Bofinger <bofinger.david@gmail.com>wrote:
> It sounds like the elf rolled well and did a lot of damage. Do you really
> want to change the rules because someone rolled well, in one battle?
>
> It's a fact of life in TFT that the result of a battle has a good deal of
> randomness in it. That's a problem for some kinds of stories and some
> styles of gamemastering. But it isn't caused by the aimed shot rules.
>
> Remember that a fight the party wins too easily is usually not a big
> problem - there's always another fight coming. Whereas a fight the party
> gets massacred in, when the GM wasn't expecting it, is a real issue. So
> unless the fight was some sort of climax against the major villain that
> you'd been building up to for months, what happened to your game probably
> wasn't that bad.
>
> In a campaign I'm playing in at the moment, head shots are double damage
> but only after armour. With that rule and adjDX of 16 the head shot is
> having only a modest effect - doubling damage at the cost of almost halving
> hit probability. If damage is doubled before armour then head shots provide
> a mechanism for penetrating it, which is very significant.
>
> Requiring a one turn delay de facto kills the use of head shots in battle.
> (Might still be useful in an ambush.) If that's what you want to do then OK
> but understand that's what you're doing - almost deleting the rule.
>
> I'd advise taking a deep breath and asking yourself if you might be
> overreacting. You might decide the answer is no, but it's worth thinking
> about.
>
> -------
> David
> On May 19, 2012 8:03 AM, "TFT Digest" <tft-owner@brainiac.com> wrote:
>
> >
> > TFT Digest Friday, May 18 2012 Volume 04 : Number
> 258
> >
> >
> >
> >
> > ----------------------------------------------------------------------
> >
> > Date: Thu, 17 May 2012 17:15:38 -0400
> > From: Cris Fuhrman <fuhrmanator@gmail.com>
> > Subject: Re: (TFT) Streets of fire as the module a nice integration, but
> > Archery/Missles/aimed shots
> >
> > Hmmm... 8,9,10 are good rolls, so maybe it's just the nature of TFT? I've
> > had the opposite where the elf rolls to miss his own guy and does triple
> > damage and kills him in one shot.
> >
> > BTW, How do you get 16 adjDX? I thought it was only Hobbits who get +3
> (not
> > elves). Aimed shot at the head is -6 to AdjDX. Missile talent is +3 to
> > AdjDX. 13 + 3 - 6 = 10 ...
> >
> > You have a link for Streets of Fire?
> >
> > On Thu, May 17, 2012 at 4:06 PM, Joel BoardgameRpger <
> > joel.siragher@gmail.com> wrote:
> >
> > > Last nights game successful, using Streets of fire as a module
> integrated
> > > into
> > > my story line, but optional rules for aimed shots messed up the fight.
> > >
> > > The archer, an elf with the missle talent and DX:13
> > > took out like a knife through buttah. (NY pronounciation of butter, not
> > > slang for hind quarters).
> > >
> > > His modified dx roll to hit is 16s and he kept rolling 8,9 or 10.
> > >
> > > I was a tad aggrevated because it shortened the fight.
> > >
> > > So ive declared that aimed shots now will require Aiming a round.
> > > Yes, this will give the shooter a +1, but at least it saves an enemy a
> > > round
> > > and makes the combat a little tougher.
> > >
> > > Feed back?
> > > =====
> > > Post to the entire list by writing to tft@brainiac.com.
> > > Unsubscribe by mailing to majordomo@brainiac.com with the message body
> > > "unsubscribe tft"
> > =====
> > Post to the entire list by writing to tft@brainiac.com.
> > Unsubscribe by mailing to majordomo@brainiac.com with the message body
> > "unsubscribe tft"
> >
> > ------------------------------
> >
> > Date: Thu, 17 May 2012 17:37:21 -0400
> > From: Joel BoardgameRpger <joel.siragher@gmail.com>
> > Subject: Re: (TFT) Streets of fire as the module a nice integration, but
> > Archery/Missles/aimed shots
> >
> > Base dex of 13, plus missle talent brings it to 16. Armor is: Pack
> > on Back on back and Cloth. Bow of +1 to hit (bow or gloves or
> something).
> > Thats adj DX is still 16.
> >
> > Minus 6 for the head shot, give an adj dx of 10... archer Hits on 10 or
> > less.
> >
> >
> > On Thu, May 17, 2012 at 5:15 PM, Cris Fuhrman <fuhrmanator@gmail.com>
> > wrote:
> >
> > > Hmmm... 8,9,10 are good rolls, so maybe it's just the nature of TFT?
> I've
> > > had the opposite where the elf rolls to miss his own guy and does
> triple
> > > damage and kills him in one shot.
> > >
> > > BTW, How do you get 16 adjDX? I thought it was only Hobbits who get +3
> > (not
> > > elves). Aimed shot at the head is -6 to AdjDX. Missile talent is +3 to
> > > AdjDX. 13 + 3 - 6 = 10 ...
> > >
> > > You have a link for Streets of Fire?
> > >
> > > On Thu, May 17, 2012 at 4:06 PM, Joel BoardgameRpger <
> > > joel.siragher@gmail.com> wrote:
> > >
> > > > Last nights game successful, using Streets of fire as a module
> > integrated
> > > > into
> > > > my story line, but optional rules for aimed shots messed up the
> fight.
> > > >
> > > > The archer, an elf with the missle talent and DX:13
> > > > took out like a knife through buttah. (NY pronounciation of butter,
> not
> > > > slang for hind quarters).
> > > >
> > > > His modified dx roll to hit is 16s and he kept rolling 8,9 or 10.
> > > >
> > > > I was a tad aggrevated because it shortened the fight.
> > > >
> > > > So ive declared that aimed shots now will require Aiming a round.
> > > > Yes, this will give the shooter a +1, but at least it saves an enemy
> a
> > > > round
> > > > and makes the combat a little tougher.
> > > >
> > > > Feed back?
> > > > =====
> > > > Post to the entire list by writing to tft@brainiac.com.
> > > > Unsubscribe by mailing to majordomo@brainiac.com with the message
> body
> > > > "unsubscribe tft"
> > > =====
> > > Post to the entire list by writing to tft@brainiac.com.
> > > Unsubscribe by mailing to majordomo@brainiac.com with the message body
> > > "unsubscribe tft"
> > =====
> > Post to the entire list by writing to tft@brainiac.com.
> > Unsubscribe by mailing to majordomo@brainiac.com with the message body
> > "unsubscribe tft"
> >
> > ------------------------------
> >
> > Date: Thu, 17 May 2012 16:27:30 -0500
> > From: raito@raito.com
> > Subject: Re: (TFT) Streets of fire as the module a nice integration, but
> > Archery/Missles/aimed shots
> >
> > Don't like it. If you put a stone killer into a fight, he kills. The
> rules
> > allow for this. There's a lot of ways to get a high adjDX, and it sounds
> > like it was done legally.
> >
> > If he was killing so well, why didn't the opposition make him a priority
> > (or did it)? If his natural and adj DX were the same, then the entire
> > fight must have occurred pretty close to him (within 2 megahexes, as you
> > don't show any adjustment for range. And apparently, no one knows how to
> > dodge (yeah, they might have all been engaged).
> >
> > Also, you say he messed up the fight. I think the party might find that
> he
> > helped the fight. From their perspecitve, a short victorious fight is a
> > good thing.
> >
> > I'm an amoral GM. I don't get fussy just because the party doesn't follow
> > the script. Around here, if you get badass enough, and don't cover your
> > tracks, the bad guys tend to send out their own badasses.
> >
> > The real problem with the optional rules isn't the problem you outline,
> > where combat goes quickly if one figure has a big DX. It's when you have
> > two. They're theoretically evenly matched, but whoever has that 1 more
> > point of DX gets off the aimed shot and has far greater chance to end the
> > combat immediately. This is similar to the wizard dueling rules, designed
> > to keep whoever acts first from simply missle-spelling the other guy to
> > ashes before he can act. It's another aspect of TFT's scaling problems.
> >
> > Neil Gilmore
> > raito@raito.com
> >
> > > Last nights game successful, using Streets of fire as a module
> integrated
> > > into
> > > my story line, but optional rules for aimed shots messed up the fight.
> > >
> > > The archer, an elf with the missle talent and DX:13
> > > took out like a knife through buttah. (NY pronounciation of butter, not
> > > slang for hind quarters).
> > >
> > > His modified dx roll to hit is 16s and he kept rolling 8,9 or 10.
> > >
> > > I was a tad aggrevated because it shortened the fight.
> > >
> > > So ive declared that aimed shots now will require Aiming a round.
> > > Yes, this will give the shooter a +1, but at least it saves an enemy a
> > > round
> > > and makes the combat a little tougher.
> > >
> > > Feed back?
> > > =====
> > > Post to the entire list by writing to tft@brainiac.com.
> > > Unsubscribe by mailing to majordomo@brainiac.com with the message body
> > > "unsubscribe tft"
> > =====
> > Post to the entire list by writing to tft@brainiac.com.
> > Unsubscribe by mailing to majordomo@brainiac.com with the message body
> > "unsubscribe tft"
> >
> > ------------------------------
> >
> > Date: Thu, 17 May 2012 15:45:14 -0700
> > From: PvK <pvk@oz.net>
> > Subject: Re: (TFT) Streets of fire as the module a nice integration, but
> > Archery/Missles/aimed shots
> >
> > This seems just like you are learning about TFT's deadly combat.
> >
> > So, you decided to use the rule where head shots are allowed, and to have
> > archers with high DX. There were some good shots, people got hit in the
> > head, it ended the pillowfight quickly. Yep, that's what happens.
> >
> > As for the other "problem" that having one deadly marksman be slightly
> > faster than another deadly marksman leads to the faster marksman tending
> to
> > nail the other marksman first... um, yes. Welcome to the Wild West.
> >
> > If you want to just pretend that you have deadly marksmen, but have them
> > actually shooting nerf guns, use a TSR product like Boot Hill or D&D or
> > something, where bullets do 1d4 or 1d6 and everyone had many "hit dice"
> so
> > combat can be a grindfest.
> >
> > Or, go watch some Spaghetti Westerns and see if your tastes in gritty
> > deadly combat asjusts.
> >
> > Or, get used to what makes a deadly TFT combat, and have games where the
> > fighters aren't so deadly.
> >
> > And/or don't use the optional aiming rules if you don't want people
> > getting hit in the head.
> >
> > * * *
> >
> > On the other hand, I also think that it tends to underline a more general
> > shortcoming in TFT - the limited options for protecting oneself. In GURPS
> > for example, an accurate aimed shot to the head (or eye, or groin, or
> > whatever...) isn't the end of the attack, as the target can at least try
> to
> > dodge or block or something. In my own house rules, I also make dodging
> > more likely when the target is smaller.
> >
> > If I were to distill that to TFT's level of complexity, I might suggest
> > reducing the aimed shot DX penalties by 3 but making them against 4 dice
> > (which makes it a little harder to dominate them with DX) or combining
> with
> > other house rules that involve active defenses.
> >
> > PvK
> > =====
> > Post to the entire list by writing to tft@brainiac.com.
> > Unsubscribe by mailing to majordomo@brainiac.com with the message body
> > "unsubscribe tft"
> >
> > ------------------------------
> >
> > Date: Thu, 17 May 2012 17:33:53 -0700
> > From: Jay Carlisle <maou.tsaou@gmail.com>
> > Subject: Re: (TFT) Streets of fire as the module a nice integration, but
> > Archery/Missles/aimed shots
> >
> > On Thu, May 17, 2012 at 1:06 PM, Joel BoardgameRpger wrote:
> >
> > > Last nights game successful, using Streets of fire as a module
> integrated
> > > into
> > > my story line, but optional rules for aimed shots messed up the fight.
> > >
> > > ...
> >
> >
> > > So ive declared that aimed shots now will require Aiming a round.
> > > Yes, this will give the shooter a +1, but at least it saves an enemy a
> > > round
> > > and makes the combat a little tougher.
> > >
> > > Feed back?
> > >
> >
> > What was the movie? I think it was Quigley Down Under.
> > Quigley had taken a buttah-whuppin and had been dragged out into the
> > badlands to be finished off (sanitary purposes?) where he takes out his
> > guards but the last one got on a horse and was bugging out while Quigley
> > had to get to his Sharps and load it as the guy put distance between them
> > at a full gallop.
> > I can see a shot like that taking 5 or more seconds to "aim" but no one's
> > gonna be shooting a bow anywhere close to 900+ yards in a realistic
> minded
> > campaign.
> > I'll have to see if I can time that scene in terms of seconds.
> > 5 second turns are more like a typical short yardage (american) football
> > play and the turns are kind of grainy for single cause and effect
> > resolutions.
> > The original Melee map was 15 hexes across at its longest dimension as I
> > recall or 14 hexes in range with Figures in the center of two hexes at
> far
> > ends from each other or just a tad less than 20 yards apart in 1.3m
> hexes.
> > The longest shot I recall in Tollenkar's Lair is similar to the above
> from
> > the south wall of the lab to the north wall of Ranulf Redhand's room
> (have
> > to check that on the colour map).
> > TFT really seemes to be focused on dungeons and pretty cramped spaces as
> > opposed to large open areas that meet or exceed a missile weapons limits.
> > As its written when a Figure stacks modifiers like that they become
> awfully
> > potent.
> > I think this is mostly intentional in the games design.
> > It's hard to hang TFT turns on a Figure because they are soooooo
> looooong.
> > =====
> > Post to the entire list by writing to tft@brainiac.com.
> > Unsubscribe by mailing to majordomo@brainiac.com with the message body
> > "unsubscribe tft"
> >
> > ------------------------------
> >
> > Date: Thu, 17 May 2012 19:35:57 -0700
> > From: Rick Smith <rsmith@lightspeed.ca>
> > Subject: (TFT) Archery/Missles/aimed shots
> >
> > Streets of Fire is an Advance Squad Leader module.
> > Congrats for going to the work to convert it to
> > TFT!
> >
> > Actually, your rule for shooting at smaller,
> > highly important targets requiring a turn of
> > aiming I think is a pretty good one. I don't
> > think it is realistic, but it is an easy to
> > remember fix, for slowing down people who like
> > to blast thru enemies.
> >
> > (In my campaign I have expanded critical hits
> > further. For -10 adj DX you can aim at spots
> > which give you double damage. For -16 adj DX
> > you can do triple damage. Arrow to the
> > jugular! My Adrazzi Assassin demon has a 25
> > DX and uses these rules as a standard tactic.
> > Players don't much like that demon...
> > <evil grin>)
> >
> > Anyway, I agree with those who say, this is
> > TFT, and sudden, violent, deadly and short
> > combats is an advantage over D&D's dull
> > attrition fests. But I've had PC archers
> > with 25+ DX and have remembered wistfully
> > the days when it took TWO shots of an arrow
> > to kill my orcs.
> >
> > Warm regards, Rick.
> >
> > On Thu, 2012-17-05 at 16:06 -0400, Joel BoardgameRpger wrote:
> > > Last nights game successful, using Streets of fire as a module
> integrated
> > > into
> > > my story line, but optional rules for aimed shots messed up the fight.
> > >
> > > The archer, an elf with the missle talent and DX:13
> > > took out like a knife through buttah. (NY pronounciation of butter, not
> > > slang for hind quarters).
> > >
> > > His modified dx roll to hit is 16s and he kept rolling 8,9 or 10.
> > >
> > > I was a tad aggrevated because it shortened the fight.
> > >
> > > So ive declared that aimed shots now will require Aiming a round.
> > > Yes, this will give the shooter a +1, but at least it saves an enemy a
> > > round
> > > and makes the combat a little tougher.
> > >
> > > Feed back?
> > > =====
> > > Post to the entire list by writing to tft@brainiac.com.
> > > Unsubscribe by mailing to majordomo@brainiac.com with the message body
> > > "unsubscribe tft"
> > =====
> > Post to the entire list by writing to tft@brainiac.com.
> > Unsubscribe by mailing to majordomo@brainiac.com with the message body
> > "unsubscribe tft"
> >
> > ------------------------------
> >
> > Date: Thu, 17 May 2012 23:41:06 -0400
> > From: Joey Beutel <mejobo@comcast.net>
> > Subject: Re: (TFT) Archery/Missles/aimed shots
> >
> > My main use for the targeting rules was for sneaking behind opponents,
> > spending a turn or two aiming at their head, and then swinging....
> > usually knocked them out but didn't quite kill. Good.
> > On May 17, 2012, at 10:35 PM, Rick Smith wrote:
> >
> > > Streets of Fire is an Advance Squad Leader module.
> > > Congrats for going to the work to convert it to
> > > TFT!
> > >
> > > Actually, your rule for shooting at smaller,
> > > highly important targets requiring a turn of
> > > aiming I think is a pretty good one. I don't
> > > think it is realistic, but it is an easy to
> > > remember fix, for slowing down people who like
> > > to blast thru enemies.
> > >
> > > (In my campaign I have expanded critical hits
> > > further. For -10 adj DX you can aim at spots
> > > which give you double damage. For -16 adj DX
> > > you can do triple damage. Arrow to the
> > > jugular! My Adrazzi Assassin demon has a 25
> > > DX and uses these rules as a standard tactic.
> > > Players don't much like that demon...
> > > <evil grin>)
> > >
> > > Anyway, I agree with those who say, this is
> > > TFT, and sudden, violent, deadly and short
> > > combats is an advantage over D&D's dull
> > > attrition fests. But I've had PC archers
> > > with 25+ DX and have remembered wistfully
> > > the days when it took TWO shots of an arrow
> > > to kill my orcs.
> > >
> > > Warm regards, Rick.
> > >
> > > On Thu, 2012-17-05 at 16:06 -0400, Joel BoardgameRpger wrote:
> > >> Last nights game successful, using Streets of fire as a module
> > >> integrated
> > >> into
> > >> my story line, but optional rules for aimed shots messed up the
> > >> fight.
> > >>
> > >> The archer, an elf with the missle talent and DX:13
> > >> took out like a knife through buttah. (NY pronounciation of butter,
> > >> not
> > >> slang for hind quarters).
> > >>
> > >> His modified dx roll to hit is 16s and he kept rolling 8,9 or 10.
> > >>
> > >> I was a tad aggrevated because it shortened the fight.
> > >>
> > >> So ive declared that aimed shots now will require Aiming a round.
> > >> Yes, this will give the shooter a +1, but at least it saves an
> > >> enemy a
> > >> round
> > >> and makes the combat a little tougher.
> > >>
> > >> Feed back?
> > >> =====
> > >> Post to the entire list by writing to tft@brainiac.com.
> > >> Unsubscribe by mailing to majordomo@brainiac.com with the message
> > >> body
> > >> "unsubscribe tft"
> > > =====
> > > Post to the entire list by writing to tft@brainiac.com.
> > > Unsubscribe by mailing to majordomo@brainiac.com with the message body
> > > "unsubscribe tft"
> > =====
> > Post to the entire list by writing to tft@brainiac.com.
> > Unsubscribe by mailing to majordomo@brainiac.com with the message body
> > "unsubscribe tft"
> >
> > ------------------------------
> >
> > Date: Fri, 18 May 2012 14:04:24 -0400
> > From: Joel BoardgameRpger <joel.siragher@gmail.com>
> > Subject: Re: (TFT) Archery/Missles/aimed shots
> >
> > ooops! that was Fire in the streets!
> >
> > a dark city game. www.darkcitygames.com
> >
> >
> > Thank you both for input.
> >
> > now that you mention streets of fire I have a tremendous urge to buy it
> and
> > try to convert into a fantasy tft game.
> >
> > I will have to look at it on Boardgamegeek.com and see the review.
> >
> >
> >
> >
> > On Thu, May 17, 2012 at 11:41 PM, Joey Beutel <mejobo@comcast.net>
> wrote:
> >
> > > My main use for the targeting rules was for sneaking behind opponents,
> > > spending a turn or two aiming at their head, and then swinging....
> > usually
> > > knocked them out but didn't quite kill. Good.
> > >
> > > On May 17, 2012, at 10:35 PM, Rick Smith wrote:
> > >
> > > Streets of Fire is an Advance Squad Leader module.
> > >> Congrats for going to the work to convert it to
> > >> TFT!
> > >>
> > >> Actually, your rule for shooting at smaller,
> > >> highly important targets requiring a turn of
> > >> aiming I think is a pretty good one. I don't
> > >> think it is realistic, but it is an easy to
> > >> remember fix, for slowing down people who like
> > >> to blast thru enemies.
> > >>
> > >> (In my campaign I have expanded critical hits
> > >> further. For -10 adj DX you can aim at spots
> > >> which give you double damage. For -16 adj DX
> > >> you can do triple damage. Arrow to the
> > >> jugular! My Adrazzi Assassin demon has a 25
> > >> DX and uses these rules as a standard tactic.
> > >> Players don't much like that demon...
> > >> <evil grin>)
> > >>
> > >> Anyway, I agree with those who say, this is
> > >> TFT, and sudden, violent, deadly and short
> > >> combats is an advantage over D&D's dull
> > >> attrition fests. But I've had PC archers
> > >> with 25+ DX and have remembered wistfully
> > >> the days when it took TWO shots of an arrow
> > >> to kill my orcs.
> > >>
> > >> Warm regards, Rick.
> > >>
> > >> On Thu, 2012-17-05 at 16:06 -0400, Joel BoardgameRpger wrote:
> > >>
> > >>> Last nights game successful, using Streets of fire as a module
> > integrated
> > >>> into
> > >>> my story line, but optional rules for aimed shots messed up the
> fight.
> > >>>
> > >>> The archer, an elf with the missle talent and DX:13
> > >>> took out like a knife through buttah. (NY pronounciation of butter,
> not
> > >>> slang for hind quarters).
> > >>>
> > >>> His modified dx roll to hit is 16s and he kept rolling 8,9 or 10.
> > >>>
> > >>> I was a tad aggrevated because it shortened the fight.
> > >>>
> > >>> So ive declared that aimed shots now will require Aiming a round.
> > >>> Yes, this will give the shooter a +1, but at least it saves an enemy
> a
> > >>> round
> > >>> and makes the combat a little tougher.
> > >>>
> > >>> Feed back?
> > >>> =====
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> > ------------------------------
> >
> > Date: Fri, 18 May 2012 14:36:54 -0400
> > From: Joel BoardgameRpger <joel.siragher@gmail.com>
> > Subject: Re: (TFT) Streets of fire as the module a nice integration, but
> > Archery/Missles/aimed shots
> >
> > Fire in the Streets,
> >
> > ok. So i have a couple of comments on your comments.
> >
> > In my humble opinion:
> >
> > Gurps is more deadly with ranged combat. I cant back that up with facts
> > right now, because I am at work, but I quit a game recently that was
> gurps
> > that waas just rediculously deadly. I get warm fuzzies from TFT.
> >
> > Yes granted TFT is deadly as well, but I guess based on my past experiece
> > as a player, our TFT game was managable, and also the dm wasnt a sadist.
> >
> > I think the game is sustainable and can be held to reasonable
> expectations
> > as far as combat options. Why there are more combat options TFT than in
> > other games. My playerss dont always like the options but they are there
> > none the less.
> >
> > Heres one that came up that pissed off the players:
> > Half move and dodge. NPC Rushed the archer. Archer got to use his bow
> one
> > last time before he became engaged. That pissed off the player because
> the
> > player couldnt get off his second shot for the round. Well er, too bad :)
> > the rule clearly states you can engage an opponent in their front hex.
> >
> > Welcome to deadly TFT. Hum.
> >
> > The question is If I nerf the deadlyness of the game is it still TFT. Im
> > not talking about nerving the option rules. they are just optional.
> >
> > i will take into consideration of half the aimed shots modifier and
> double
> > dam,, that doesnt make aimed shots prohibitive when you are looking at a
> 13
> > or less.
> >
> > Its like a herogames 13, which is almost assured sucess, unless you roll
> > like i do at most game. (pathetically dice hate me heheh)
> >
> > I didnt beef any of the combats up in the dark city games. The last one I
> > beefed up a bit, (added 1 to dx and 1 to Str for all the enemies.
> >
> > Im guessing that this module I was using, is a campaign guide and urban
> > adventure, as well as a pick your own adventure. It looks like most of
> the
> > critters are based on 34pt villains, for 4 players.
> >
> > We are running about with 5 characters @ 36points.
> >
> > We are at the last 2 fights for the module coming up this tues nights.
> >
> > The baddies are REALLY tough.
> >
> > Thanks for the input. Keep it rolling if you like.
> >
> >
> > On Thu, May 17, 2012 at 5:15 PM, Cris Fuhrman <fuhrmanator@gmail.com>
> > wrote:
> >
> > > Hmmm... 8,9,10 are good rolls, so maybe it's just the nature of TFT?
> I've
> > > had the opposite where the elf rolls to miss his own guy and does
> triple
> > > damage and kills him in one shot.
> > >
> > > BTW, How do you get 16 adjDX? I thought it was only Hobbits who get +3
> > (not
> > > elves). Aimed shot at the head is -6 to AdjDX. Missile talent is +3 to
> > > AdjDX. 13 + 3 - 6 = 10 ...
> > >
> > > You have a link for Streets of Fire?
> > >
> > > On Thu, May 17, 2012 at 4:06 PM, Joel BoardgameRpger <
> > > joel.siragher@gmail.com> wrote:
> > >
> > > > Last nights game successful, using Streets of fire as a module
> > integrated
> > > > into
> > > > my story line, but optional rules for aimed shots messed up the
> fight.
> > > >
> > > > The archer, an elf with the missle talent and DX:13
> > > > took out like a knife through buttah. (NY pronounciation of butter,
> not
> > > > slang for hind quarters).
> > > >
> > > > His modified dx roll to hit is 16s and he kept rolling 8,9 or 10.
> > > >
> > > > I was a tad aggrevated because it shortened the fight.
> > > >
> > > > So ive declared that aimed shots now will require Aiming a round.
> > > > Yes, this will give the shooter a +1, but at least it saves an enemy
> a
> > > > round
> > > > and makes the combat a little tougher.
> > > >
> > > > Feed back?
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> >
> > ------------------------------
> >
> > Date: Fri, 18 May 2012 14:42:24 -0400
> > From: Joel BoardgameRpger <joel.siragher@gmail.com>
> > Subject: (TFT) what Dark city modules have you played? Im thinking of
> > getting
> >
> > what Dark city modules have you played? Im thinking of getting
> >
> > *Sewers of red point, * And possibly Raid on Cygnosa
> >
> > Maybe George Dew can pop his head in here and tell us what lvl some of
> > modules are suggested at?
> >
> > Sewers is suggested at *ADVANCED: 38 point characters*
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> >
> > ------------------------------
> >
> > Date: Fri, 18 May 2012 19:03:00 -0500
> > From: raito@raito.com
> > Subject: Re: (TFT) Streets of fire as the module a nice integration, but
> > Archery/Missles/aimed shots
> >
> > This is one thing that makes TFT a LOT different than DND.
> >
> > You fight, then you rest up and heal before you fight again. And in TFT,
> > healing up takes longer.
> >
> > You can't play DND style where it's an action movie where you can fight
> > every fight in the module in an hour of game time.
> >
> > Neil Gilmore
> > raito@raito.com
> >
> > > Im guessing that this module I was using, is a campaign guide and urban
> > > adventure, as well as a pick your own adventure. It looks like most of
> > > the
> > > critters are based on 34pt villains, for 4 players.
> > >
> > > We are running about with 5 characters @ 36points.
> > >
> > > We are at the last 2 fights for the module coming up this tues nights.
> > >
> > > The baddies are REALLY tough.
> > =====
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> >
> > ------------------------------
> >
> > End of TFT Digest V4 #258
> > *************************
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