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Re: (TFT) Combined Offensive/Defensive Action


I try to bear this stuff in mind and I FINALLY found this just now trying
to find a demo to further make a point (there's a pun there somewhere)
about the idea. I was pretty sure footwork was important in fencing and
positive about it in many sports because I've actually done some... fencing
I've read a bit about and had brief contacts with the equipment on rare
occasion. I know that NOBODY has done the kind of combat Melee is trying to
give tools for the objective synthesis of the subjective mental images that
is a unique strength of the medium. I'm saying that TFT AM is providing the
football play CRT of what these atomic Actions (yeah I'll find something
better than atom for a fundamental move but it'll do for a placeholder)
combine to do over 5 seconds. I think it's GIB Ball on the list archives...
uhhh wow now I might have the title and forget the tune? Mind, you
disappoint me yet again... hold up
(TFT) a big ball of protoplasam on a carbon latice wraped around a still
and called a dragon
It's worse than I thought
Okay here's a lead

As some of you may have noticed I've missed my weekly beratement
sessions for the past several go-arounds.

With hardware issues causeing me to curse the curent state of things I
got knocked on my bippy this week by a bad tooth.
The same day and age I was degrading probably gave me a couple more
trips on round the Sun.

Anyhoo, till some of these LAN things get sorted I'll just suffice to
drop a line or two under this thread as needed.

I've roughed up 'Gibal' (GiB Ball) as a working model for Statistics,
Races, and constants like Hex and Damage.
I'll throw out the draft this weekend over the List.
That'll be Stat's, bottom end.
Also post pST list for materals, leading to Damage and Buildings.

How delightfully frustrating all this is.


Yeah, yeah, yeah, we know it's you fool, ..., or rather me that is, anyhoo
here tis

On Wed, Aug 21, 2013 at 1:07 PM, Jay Carlisle <maou.tsaou@gmail.com> wrote:

> Yeppers! That's a beauty... I've half-arsed tried listening to thePolish
> to see what I could pick up as one of those useless Jay research projects,
> the kind that found me requiring grammar lessons from Romans who've never
> done anything for US but is somehow just passable enough to get volunteers
> to serve as huckleberry's whatever that's supposed to mean... I must not be
> getting the accent right
> On Wed, Aug 21, 2013 at 12:53 PM, Aki Koyama <agkk999@yahoo.com> wrote:
>> This Youtube video of these two guys dueling with sabers reminds me of
>> what you guys are discussing:
>> http://www.youtube.com/watch?v=rBTtq2Gzm6w
>> ________________________________
>>  From: PvK <pvk@oz.net>
>> To: tft@brainiac.com
>> Sent: Wednesday, August 21, 2013 8:00 AM
>> Subject: Re: (TFT) Combined Offensive/Defensive Action
>> You do generally want to limit the amount of defensive ability someone
>> has, or else you can have something like someone using all of their DX 8 to
>> make themselves -8 to hit, so even someone with low ability can sacrifice
>> their low ability to hit anything anyway, to become nearly unhittable. On
>> the other hand, people who created their character with a lowish DX may
>> find that compared to base TFT, they are now fairly hopeless fighters if it
>> is often harder than 3/DX to hit anyone.
>> GURPS manages to effectively get multiplication into the odds, so not
>> only does skilled defense has more effect, but all defense has less of a
>> relative effect against people who are low-skill anyway, which I think
>> works rather well (but still has the problem with effective skills near
>> 15-16). It does this by having two rolls - one for attack, and one for
>> defense, where the attack roll is on the attacker's plain skill (DX in TFT)
>> and the defense roll is on the defender's plain skill. But if many people
>> here were willing to do that much rolling/comparing per attack, they'd
>> likely be playing GURPS. I eventually realized that for some types of NPCs,
>> I could make an abstracted combat table that was about equivalent to
>> playing out combat, but involved only a single die roll, but that took a
>> lot of familiarity with the system and math and work in advance.
>> As for the "if a figure defends and his attacker then fails to attack"
>> clause, how would you then treat situations where two or more people defend
>> against the same person, who then may not be willing/able to attack each of
>> them? It answer could have balance implications for outnumbered people,
>> that wants consideration too.
>> PvK
>> --- mejobo@comcast.net wrote:
>> ... the main problem with the "splitting" DX thing by basically capping
>> the amount of DX spent at 4 (more or less) and giving it a slight
>> disadvantage in that its possible that the defense doesn't work at all.
>> ... if a figure defends and his attacker then fails to attack, the
>> defender makes a 3d6 roll against his DX. If he succeeds he puts the enemy
>> out of position, who will be at -4 DX next turn (or something along those
>> lines)...
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