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(TFT) TFT: Hits and Fatigue Points
Dan writes . . .
>I don't know about this. Specifically, I'm thinking of
>the extreme case where a figure with a base ST of 12 has
>taken 10 points of damage, but still has 12 fatigue points
>left. This seems unreasonable. What about this: each
>two points of damage causes a loss of 1 fST as well.
>Bleeding takes an awful lot out of you.
A very good point, and not a bad solution as well, but the added rule
change and slight increase in bookkeeping isn't worth the added realism . .
. at least not for me.
This rule change reminds me of /The Morrow Project/ with its separate
Structure Points and Blood Points damage system.
Ron writes . . .
>Good evening gentlemen, this is Ron Pehr. You've been discussing
>the polearm v. last-ditch missle weapon conflict. Since the
>polearm user is charging, he has to cross distance to use the
>weapon, while the missle weapon user is already "engaged" in that
>he has the weapon loaded and ready to discharge (I don't remember
>if it's express or implied that the last-shot-before-melee rule
>is with a loaded/cocked/primed weapon). The implication of the
>rule is that the shooter discharged the missle weapon as the
>attacker closed the distance.
This is the best reasoning I've seen yet for having the archers go first.
I might try playtesting it with just archers vs. pole weapon users, just to
see how it goes.
(By the way Ron, thanks for the extra Handicaps. :)
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