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Re: (TFT) Human Kevlar and Shield and Parry



Hello group. In looking over my e-mails in the light of day (as opposed to deep night when I wrote them), I noticed the communications looked perhaps a bit hostile. Not my intention, sorry.

My purpose for the long e-mail on "Human Kevlar" was to bring together the recent views and home rules into a one stop browse and to suggest some changes or new rules. It was the same purpose with "Shield & Parry." I may have missed some items and I'll note those below.

Rick on 14 July writes...

One thing I've done is allowed people to take talents to make them harder to hit (shields in particular can give the enemy negative modifiers to DX, and the fact that some thing can always sneak up behind the PC where the shield does not protect makes a nice ballance to it.

All of these talents require the player to say they are using
them (usually at some cost to their DX or legal actions) so I don't
have to remember who has what combination of talents.

I've tried MANY different variations on parrying and none were one that I really liked. Let me throw an idea out here for the >list to think over, this has NEVER been tried out. A talent or skill that is very difficult for people to learn that requires an OK >IQ and high DX means that it takes an enemy longer than 5 seconds to >be allowed a legal attack on you. While this defense is up, you could attack HIM but at -6 DX or something.

This buys you time,  means that if you are good, the enemy
can still get a hit (many parrying schemes I've seen allow very good
figures to avoid being hit by lower level figures altogether), and reduces the number of die rolls rather than increasing them.

Also this comes from the Andrew Morriss Link:
	"Defending & Dodging:  These rules replace the ITL rules for
	using 4D6 when attacking a defending or dodging character.

	When a character elects to defend or dodge, his DX is subtracted
	from 8.  The result is the penalty assigned to the attacking
	character's chance to hit (always at least a penalty of -1).
	Note that this penalty applies only to the chance to hit, not
	to the attack order.

	Parry & Riposte:  A character with an AdjDX of greater than
	11 who is using a melee weapon may elect to combine his attack
	with a parry.  To do this, the character reduces his AdjDx for
	that round (no lower than 11), and subtracts the same amount
	from his opponent's attack roll.  Note that while the character's
	actions are all performed at the reduced DX, the only action of
	the opponent's that is affected is the attack roll.  This option
	can be taken only against a single opponent in the character's
	three fron hexes who is wielding a melee weapon.  However, if
	facing multiple opponents, the character may parry a different
	opponent than he attacks."


In reply to Justin's quiry on my change "Two Weapon's Adjustment"

b) make a normal attack with one weapon and DEFEND, as option (1b),
with the other.  If the opponent misses the character by 4DX points
the character can counterattack at -6DX with second weapon.

c) parry with both weapons, the opponent must roll 5D6 to hit the
character. If the opponent misses the cahracter by 4DX points, the character can counterattack at -6DX with their main weapon.

Justin, I would leave a) & b) like the book (ITL:14)  I would have
c) parry with both weapons, defend as option (1b).  If the opponent
misses the cahracter by 4 DX points, the character can counterattack
at -6DX with their main weapon.

I suggest this variation because I like what Justin suggested of
using the defend rule, but I feel that is too much for b).  [however,
its so late at night right now, I forget why its too much.  sorry]

Being awake now, I was thinking I would leave b) like the book "stops 2 hits" because I guess I buy into it being like a TFT shield; it stops 2 points. Doing a DEFEND (make opponent roll 4D6 to hit you) while you attack him is a powerful change; adding a possible second attack on that is way too much.

But on reflection, I think I would modify my stand to:

b) make normal attack with one weapon and DEFEND as option (1b) with the other. [No counter-attack on this one. DEFEND is OK, I guess because thats what he's basically doing with one weapon.]

c) same as Justin's c). You're adding 1 more DEFEND die with possibility of quick counterattack. However, I would not allow a counterattack if you defend against two seperate opponents.

By the way, how do you DEFEND *against* 2 weapon talent attacks?


In reply to Michael's 24 July comment:

IQ9:
Combat Deftness I (2):  This talent represents the adroitness in
combat gained by years of experience.  A character when attacked
becomes -1DX to hit because of an ability to naturally bob and
weave when in combat.  Prerequisite:  DX of 14 or better.

      This is OK for those who feel Warrior/Veteran *stops* a lot
       of points or that a Dex base defense makes more sense.

IQ 11:
Combat Deftness II (2): A higher level of skill.  A character
with this talent subtracts 2 DX from any attack against him/her
in combat.  Prerequisite:  Combat Deftness I<

Who would buy these? Sheild talent seems alot more useful for much less points. These seem a little high priced for their effectiveness....IMHO.

For those characters that are non-shield carriers {ninjas} or those who carry 2-handed weapons. I have halberd guys who can't use shields.

A correction on my Human Kevlar 24 July change:

CAMPAIGNER (3) {[IQ=11] Prereq Veteran and DX 13+.  This Veteran
really rolls with the blows; the first 2 hits that get past Campaigner (with Warrior/Veteran), are fatigue damage.

I put 11 IQ on it so it would be someone who is wised up on combat
and I lowered the cost because seldome are you going to spend 7 points (Warrior, Veteran and Campaigner) to get this.

I forgot to lower the cost:  Should read  CAMPAIGNER (2) .....

And Michael, if we used your 9 July comments
There are lot harder to 'number-crunch' than GURPS and there also
a lot more 'severe' than the easily ignored GURPS Disads. IMHO.

I think a fairer conversion would be:
0 TFT pts       = GURPS 5 pts or less
1 TFT pt        = GURPS 10 pts
2 TFT pts       = GURPS 15 pts
3 TFT pts       = GURPS 20 pts
4 TFT pts (maximum for any single handicap) = GURPS 25 or more + pts.

The advantage of this is because every handicap is so severe, you wont find players taking them just for the points. They have more incentive to take them for the role-playing because they're not 'free' points.
would you use GURPS as a resource?


John Paul

P.S. Sorry Justin Grabowski. I will call you Justin. I just got confused while editing the other night.











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