Multiple Actions in a Turn

Motivation

Standard TFT has some features I find at least a bit annoying:

  • The standard starting fighter emphasises ST and DX. But as the character progresses beyond the ST needed for the most powerful weapon, and the DX needed to hit reliably, improving a character by increasing its ST and DX becomes impractical.
  • For experienced characters attack rolls become too easy and hitting too reliable.
  • Even mighty fighters can only make one attack (admittedly, probably a sweeping blow) each turn, leaving them well-short of the slaughterous powers of, say, the heroes of movies.

This is an attempt to modify TFT so that:

  • Characters, in practice only powerful characters, can suffer a penalty and in return take more than one action a turn, e.g.
    • attack multiple times
    • attack while using defend or dodge
    • charge attack after moving further than usual
  • ST and DX remain valuable even for powerful characters
  • The core system of TFT is not greatly changed and complexity remains low
  • Magic numbers are avoided

Summary

This is a quick non-technical summary of how the system works. Everything after this point is just trying to be precise. If you understand this section you can play without reading the rest.

  • During the movement segment, instead of just choosing an action, you also choose how many actions.
  • Your legal movement is the worst of that allowed for the actions you've chosen. (e.g. If I choose a Prepare action, maximum movement two hexes, and a Dodge action, maximum movement five hexes, then the movement allowed is two hexes.) But if you're unengaged you can boost this by your MA divided by 3, this is basically considered an extra action. (So e.g. choosing two actions and boosting is like choosing three actions.)
  • If you've chosen one action (and not boosted) the standard rules apply.
  • If you've chosen two actions (or one and boosted) then all the actions you take either have requirements or penalties.
    • All the actions that don't normally require a roll can only be taken if your adjDX is at least 10 plus your initiative die roll plus their initiative die roll. This also applies to the movement boost, so to choose the movement boost you need the adjDX.
    • All the actions that need a die roll and also rely on ST (e.g. attacks) suffer a -4 to ST (so in practice the fighter needs extra ST above his weapon's minimum to do this) and must roll an extra die (e.g. 4/DX to hit instead of 3/DX.)
    • The spell casting action suffers -4 IQ (so spells near the wizard's IQ aren't available) and rolls one extra die.
    • Other roll-dependent actions roll two extra dice. (e.g. a 3/IQ disbelieve becomes 5/IQ.)
  • If you've chosen three actions (or two plus a boost) then it's like two actions, but:
    • All the adjDX requirements are increased by 8.
    • All the penalties are doubled

Initiative Segment

Add together the intiative rolls of the two sides. For each side use the first roll, not any reroll to break ties, and the roll unmodified by e.g. TACTICS. The result is called the initiative sum (IS).

Some actions are only possible if the figure taking them has an adjusted DX exceeding the initiative sum by some amount.

The initiative sum is used because using a random number for this purpose prevents magic numbers and the number is being generated anyway so there's less overhead.

Action Segment

During the action segment each figure chooses one of the following meta-options. This has the following effects:

  • Requirement:
    • The adjDX of the figure may be required to exceed the initiative sum (IS) by some amount, in order for the meta-option to be chosen.
  • Movement
    • Unengaged characters may receive additional hexes of movement.
  • Actions:
    • The figure can choose a number of options from the list given in Advanced Melee, page 3.
    • Some options may only be chosen if the adjDX of the figure exceeds the IS by some amount.
    • Options may be performed under a penalty, equal to the penalty listed in Penalties for that action, mulitplied by a factor.

In standard TFT the first row is the only meta-option available.

Number of ActionsAdditional MovementMega-Option RequirementAction RequirementPenalty Effects Multiplier
1NormalAnythingAnythingNormal
1+MA/3 (round off)1010× 1
2NormalAnything18× 1
2+MA/3 (round off)1818× 2
3NormalAnything18× 2

Action Requirements

ActionRequirement
Defend, Dodge, Disengage, Pickup or StandadjDX must exceed IS by the number in the Action Requirement column

Action Penalties

ActionPenalty (to be multiplied by Penalty Effects Multiplier above)
Attack, Charge, Jab, Throw, Attack in Hand-to-Hand and ShootST reduced by 4, +1 die
Disbelieve, Draw Dagger in Hand-to-Hand, Pin+2 dice
Cast SpellIQ reduced by 4, +1 die

Feedback

Any comments to David Bofinger.


Page last modified on September 05, 2016, at 10:42 AM