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Re: (TFT) Combined Offensive/Defensive Action



There have been various such rules proposed and tried. I think the concept can work well, as long there is no unwanted side-effect created. It all depends on the rules chosen, and also the players' tastes and senses.

Benefits tend to be more options of how to fight, more ways to try to stay alive, and less feeling of helplessness as one steps up to the line of death. 

Problems can include: new effects on balance, new best/standard options that just replace the old option, effects that don't make sense, more complication than players want, and/or unwanted balance effects.

In this case, it sounds to me like these rules would give an alternative that is semi-defensive. The main disadvantage I see in is that the rule will apply differently to different DX levels, in a way that will make many high-DX figures usually want to use it, and so that high-DX figures will have more of an advantage over lower-DX figures than they already have. Also there is no even higher level to affect even-higher-DX players: If you can make 4/DX easily, then it will not have all that much effect on you.

PvK

--- mejobo@comcast.net wrote:

From: Joey Beutel <mejobo@comcast.net>
To: tft@brainiac.com
Subject: (TFT) Combined Offensive/Defensive Action
Date: Fri, 16 Aug 2013 04:11:01 -0400

I mentioned this in another email but haven't really used it before and would like some feed back.

Do we think it'd be a good idea, as a house rule, to have on additional action:

Anytime a character can Attack, they also have the ability to combine this attack with a Dodge/Parry.

When they do this, they roll 3d6 against their AdjDX. If they succeed, they Dodge/Parry as normal, and may also attack at -3 DX. If they fail, they do not Dodge/Parry, but still are at -3DX on their attack.

Any potential problems? Any experience with similar concepts? Should -3DX actually be -4, or -2? Perhaps a failed 3d6 against AdjDX should prevent both attack and dodge, or the player chooses which one fails?
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