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Re: Rick's comments on the Defend Option



This.  We all have a lot of house rules, and we all use them because they work for whatever it is we want them to do, and they've playtested well with our groups; but at the end of the day, that doesn't make them necessarily the best solutions, or even necessarily a good solution to whatever "problems" we were trying to correct -- it just makes them the solution WE liked a lot.  SJG will come up with the changes they think are actually necessary, and then I'll figure out which of my house rules have been overcome by events, and which need changed up to accommodate the new standard rules, and which I can keep as is.  And I'll go on from there... 

But any clever ideas are always a good read; even if they don't fit what I want my campaign to do!  And I'll keep stealing ideas from all of you, and hopefully, occasionally offering one that YOU like and steal from me!  ;-)



From: Edward Kroeten <ekroeten@farmersagent.com>
To: tft@brainiac.com
Sent: Wednesday, January 31, 2018 9:58 PM
Subject: Re: Rick's comments on the Defend Option

Neil,
 
Rick Smith, Ty Beard, David O Miller and others are being asked for input.  Dodge and Defend are underpowered as Rick stated the conversation was already started I just added my two cents. 
 
I feel the KISS method is best, if I can keep it to something simple that usually will work.  I am not trying to GURP's the rules but put a patch on something that is broken. 
 
I believe the whole idea of this list was to share ideas, adventures and house rules on a game we all love.
 
And finally going forward Steve Jackson will have the final say on printed rules, obviously anyone can use there own house rules.  If someone has a good house rule to share I will happily steal it for my games with my three boys. 


   Edward Kroeten
7100 Stevenson Blvd Ste 105
Fremont, CA 94538-2485
License # 0E82876
510-646-1500 (Office)
510-579-0135 (Mobile)
ekroeten@farmersagent.com
http://www.farmersagent.com/ekroeten



------ Original Message ------
Received: 07:27 PM PST, 01/31/2018
From: raito@raito.com
To: tft@brainiac.com
Subject: Re: Rick's comments on the Defend Option


> parry or slow you down. A real life example: Duels with rapiers often
> took up to 5 minutes to get to first blood. This is partly because
> their real lives were on the line and no one likes to die, but also
> good duelist would take the time to set things up. Beat feint attack,

And even that didn't help a lot of the time. One study showed that (for
some place and tine-bound region I don't recall) 75% of the people in
duels died. (and I usually do much better not giving the other guy time to
think that think he's setting anything up. I have enough experience that
my OODA loop is pretty quick.)

Edward, I think you missed a couple things on another reply.

Your first 2 reasons for Defending are the same. A temporary DX loss is
just that, regardless of why.

Another is that a Defending character still engages the opponent. This
helps prevent the opponent from moving. Very useful for holding one in
place for missile fire or pole weapons. This can also be used to help your
friends get away. And yes, it doesn't work so well against high-DX
opponents.

Really, we know TFT doesn't scale well. This is just another example.

AS for discussing this on the SJG forums, I'd prefer that the rules didn't
change, other than having stuff like Explosive Gems actually have rules
and that sort of thing. Rewrites really don't interest me that much.

Neil Gilmore
raito@raito.com

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