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Re: [Slope: Ch 11] Yet another idea on how to improve Defending

Hi Richard, everyone,
  I appreciate the logic of leaving the dropped & broken weapon numbers 
alone.  The reason I wrote that they did NOT change is that if you go by 
the rule, a 17 is a dropped weapon and an 18+ is a broken weapon, the 
the chances of those two results are:

Rolling a 16+ on 4 dice: ……….. 33.56%
Rolling a 17 on 4 dice: …………..  8.02%
Rolling an 18+ of 4 dice: ……….. 15.90%

This would make the chance of a broken weapon MORE likely than a 
dropped weapon.  And it just seems too tough on attackers.

Let us say that the rules is that a 17 exactly is a dropped weapon; a 18 exactly is a broken weapon; and a result of 16+ is an auto miss.  (So a result from 19 to 24 is just an auto miss.)  In this case we get:

Rolling a 17 exactly on 4 dice: ….... 8.02%
Rolling an 18 exactly on 4 dice: ….. 6.17%

I think that this is better, but I still don’t like this because:
— It still seems like there are too many broken and dropped weapons.
— It is weird that rolling worse than an 18 results in a less extreme result.
— It requires remembering a fussy rule not seen elsewhere in TFT.

Warm regards, Rick

On May 16, 2018, at 9:14 AM, rich <sca_rickard@yahoo.com> wrote:

Rick, Re: "Triple damages become impossible, (since you can’t roll a 3 on 4 dice), and the chance of getting a double damage becomes almost impossible."  My copy of the rules do not say double/triple damage is an option against defending targets.  Only that a roll of 4/5 are auto hits.  We have always played it as written that way, and while it is true that you can still be hit while defending, it is less likely that you will be, and you are protected from any huge double/triple scores if you are hit.

I'm not overly against lowering the auto miss number vs defending targets, but I would probably also lower the number on the dropped/broken weapons numbers as well.  It would make some sense (to me at least) that those 2 things would have a greater % chance of happening when attacking a character that is actively defending against an attack.  It would make the defending option more valuable and counter the boredom David mentions.  (Imagine the poor weak character cowering from the big bad guy and choosing defend thinking his life to soon over when suddenly the big bad guy drops his weapon and now is standing there unarmed.  Ah ha...how quickly the tables are turned... quick stab to the throat.  How boring is the defend option now?) 

Just my 0.02usd worth.