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Re: Dodging arrows (was: Re: (TFT) Targeting Horses and their Riders)
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- Subject: Re: Dodging arrows (was: Re: (TFT) Targeting Horses and their Riders)
- From: Cris Fuhrman <email@example.com>
- Date: Wed, 28 Aug 2013 15:30:28 -0400
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I agree with the abstraction. But still you can't dodge if you've moved
more than 1/2 your MA. I like to think that the other 1/2 of your MA is
"spent" moving erratically, as per the dodge ball anecdote.
On Wed, Aug 28, 2013 at 2:41 PM, PvK <firstname.lastname@example.org> wrote:
> Hmm. I agree that TFT Dodge represents being evasive and committing to
> that whether you're attacked or not, I also think that in reality, you can
> some attacks coming and take extra action to avoid specific attacks, even
> you can't move out of the way in the time between launch and impact,
> the attacker's aiming is a process which takes some time too.
> I think the TFT phase sequence isn't meant to be taken literally, as people
> moving without fighting, then all taking fighting actions. I.e. especially
> for figures who start engaged, they have 5 seconds of fighting, and
> could move around quite a bit during that time. I think the phase system is
> an abstract way of organizing events in a turn which is designed to have
> results that are similar to what might happen if you did something much
> detailed about tracking movements and actions in time and space.
> On Wed, Aug 28, 2013 at 8:08 AM, Lloyd <email@example.com> wrote:
> > Perhaps these are the reasons TFT requires choosing the Dodge option as a
> > part of the movement phase, prior to the action phase, thus prior to
> > knowing whether an arrow will even be let lose. There is no requirement
> > dodge into an adjacent hex during the action phase because that would be
> > impossibly/improbably quick movement.
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