Thread: Facing
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Old 07-24-2018, 07:45 AM   #17
Nils_Lindeberg
 
Join Date: Jul 2018
Default Re: Facing

Quote:
Originally Posted by Chris Rice View Post
It has "gamey" features because it's a game and the tactics come from those features. It's not completely trying to model reality.

If you allow characters to always change facing after their own movement to adjust to changing conditions, that takes away some of the tactics inherent in the game.

In the RAW, you have to think carefully about what you do each turn. If you choose (or are made) to move first, you have some difficult choices:

1. If you can reach the opponent then you engage them and that greatly cuts down their tactical options, although if you've had to move over half your MA then you can't attack them and they can attack you.

2. You may choose to stay out of reach of the opponent. If you think you are more than half their MA away, then they may be able to reach you but not attack. However, you won't be certain of their MA and they may surprise you.

3. If you move close, but don't engage, then you're asking for trouble as they are likely to get on your flank or even rear if they have a high MA.

If you allow the free change of facing, then the third option isn't risky any more, and so you've reduced the tactical element of the game.

Now, I agree it's not "realistic" but there are plenty of unrealistic elements in the game. The question is, does playing by the RAW make a better game.

I've played both ways and I think the RAW makes a better game. It it's obviously a matter of taste.
Nice analysis and you have played it both ways which is good. And you are very right about it being a matter of taste.

Just remember that it is only the third option that is negated and it in itself is not really an option, it is just an easy trap to avoid. The only time it will actually be a choice is if you place yourself at just the right distance and then the enemy suprises you with extra movement. Doesn't happen very often, and usually not something you can figure out or get the odds of to base a calculated risk on. So not really a tactical decision.

The drawbacks are that you have to think about the third choice. You have done it before, just the exact same choice, in every fight. It is not difficult just a boring chore. And while you do that you might not think of the other possible choices there are, or you spend unecessary gameplaying time on it. And it will turn off new players from the game when they close with their first opponent and get suddenly back stabbed and can't even return the attack...

And I wouldn't want to explain to new players how it is done and why. Very counterintuitive. :-)

It is gamey, but it isn't really fun gamey for me. If something purely gamey should be part of the design it needs to add something, this just detracts. But that is pure opinion and your TFT may vary.

It would be interesting to hear SJ opinion on it after having tried it for a few fights. It does make a one on one melee fight even simpler (maybe not a good thing), but not many play TFT like that.
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