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(TFT) Rick's Archery Rules



I've been analysing Rick's archery rules. Some thoughts:

* In regular TFT archers pretty much shoot twice a turn at whatever
size of bow they can handle. But using Rick's rules I've managed to
construct viable archer characters at moderate point totals who shoot
once, twice or thrice a turn, and even specialist crossbowcritters get
a look in.

* There's a talent lets you take double damage shots at some range or
other, I'm not sure what impact that would have because I don't think
I have all the rules for it.

* Speed (sDX) shines here. No more industrial archers whose every shot
is a hit. Character design now involves sDX-vs-DX tradeoffs. This is a
good thing.

* Archers armour up just like melee fighters. I don't know if that's
better or worse than regular TFT, neither is ideal IMO.

* Which design works best depends on circumstance, which is as it
should be. Level of enemy armour is the main driver.

* The three-shots-a-turn is enabled by a low IQ talent. It generally
won't be very exploitable at the time the talent becomes buyable,
which is maybe a little odd but not actively harmful.

* Not really sure yet about the archer-versus-fighter balance, but the
existence of chain armours will help there.

All in all I think Rick's done something very useful here and we
should tell him good job.

--

Would perception (pIQ) make a good subscript? It gets around the
problem that an expert woodsman who always sees the bad guys coming
has to be a genius. Well, he can stretch the talents to some extent.
But in general pIQ would help by providing a subset of IQ capabilities
just like fST provides some of ST capabiliies, sDX is a subset of DX
capabilities.

--
David
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