03-23-2018, 12:54 PM | #51 | |
Join Date: Nov 2010
Location: Arizona
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Re: Fantasy Trip Pole Weapons and Charges
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03-23-2018, 03:26 PM | #52 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Pole weapons become unready after x2 damage charge.
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I also like this rule. In a one second turn (like GURPS) an unballanced weapon is unready after it is swung. So a heavy mace can swing every 2nd turn. In the 5 second turns of TFT, you can swing that mace every turn which makes sense. (However that mace can't take advantage of the Fencing talent.) However a 3 meter long pole arm taking a full 5 seconds to pull back and make ready seems more likely. Warm regards, Rick. |
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03-23-2018, 10:55 PM | #53 | |
Join Date: Feb 2018
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Re: Fantasy Trip Pole Weapons and Charges
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You could even just say that a pole weapon is unready after a charge attack, regardless of hit or miss. Sometimes surely it takes a few seconds to free your pole weapon from the body of the recipient, if not just from having someone get inside the point of your weapon. ;) This might just be the simplest, fairest fix yet. |
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03-24-2018, 04:11 PM | #54 |
President and EIC
Join Date: Jul 2004
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Re: Fantasy Trip Pole Weapons and Charges
Having played with pole weapons in the SCA, I can say that it takes a whole lot less than five seconds to reready one if you have the strength to handle it in the first place. (A big IF there. I used a spear, not a halberd. Those were for the BIG guys.)
If course, SCA weapons don't get stuck in the bodies of your foes unless you are doing something terribly wrong :) Here is what the current draft looks like - basically, the most popular house rule for nerfing BIG polearms - you will have to imagine the diagram but I expect everyone here can "see" it in their head. --- POLE WEAPONS The javelin, spear, halberd, and pike axe are “pole weapons.” A figure which charge-attacks (option b) with a pole weapon does an extra 1 die of damage if it hits, provided the last three hexes of its movement were in a straight line. This line may be either “with the grain” or “against the grain” of the hex map. See diagram Straight line diagram goes here. Straight line Straight line “with the grain” “against the grain” (either direction) A figure which uses a pole weapon against any charge-attacking foe also does an extra die of damage if it hits. If a figure with a pole weapon stays in the same hex on the turn an enemy charges it (whether it changes facing or not), then it gets +2 DX with the pole weapon against that enemy. |
03-24-2018, 05:23 PM | #55 |
Join Date: Nov 2010
Location: Arizona
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Re: Fantasy Trip Pole Weapons and Charges
That seems to have been one of the most popular solutions! Thanks for sharing...
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03-24-2018, 07:23 PM | #56 | |
Join Date: Jan 2018
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Re: Fantasy Trip Pole Weapons and Charges
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Example: Kihir the Barbarian charges the orc with his T-H spear and rolls 1+1 damage. He gets 5 hit points. The Orc has a small shield and a cloth, so he takes 3 hits, doubled to 6 for the charge. Plain and simple since no extra die is necessary. This rules gives also a further good reason to wear armor and/or a shield, that is always a good thing since their usefulness is often understimated. |
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03-24-2018, 07:40 PM | #57 |
Join Date: Jan 2018
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Re: Fantasy Trip Pole Weapons and Charges
and now that I remember, to add chrome in my games I added that a pole weapons making 12 or more hits possibly stucks in the target's body. The Pole Weapon User must roll immediatly a 4D/ST to extract the weapon from the body, or the weapon remains stuck.
In any subsequent turn the attacker can try to free the weapon rolling 4D/ST as sole action of the turn, assuming he still holds the weapon and the enemy is willing, dead or inconscious (otherwise he cannot try). The victim can try to extract the weapon by himself too rolling 4D/ST. Any attempt, failed or successfull, causes automatically another die of damage (armor does not count). |
03-24-2018, 08:40 PM | #58 | |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Fantasy Trip Pole Weapons and Charges
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A better answer might be to just reduce the damage of pole weapons. I think javelin 1-1, spear(1) 1+0, spear(2) 1+1, halberd 1+2, pikeax 2+0 gives reasonable answers, this might even be generous if we take into account that the pole weapons also get jab and first attack advantages. (There are also cleverer, more radical solutions.) |
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03-25-2018, 11:21 AM | #59 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Question about rules in new TFT - pole weapons.
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We have the first rule question about the new TFT rules. I copied your post to some of the people using my rules, and an argument started over what was meant. I've bolded a line above. If I have a pole weapon and someone moves 1 hex towards me (which IS a charge attack), do I do the +1 die damage? Or do they have to move 3+ hexes for me to get this bonus? When I wrote my rules, I created a '3+ hex charge'. (Which is a 3 or more hex charge in a 'straight' line.) If you mean the second interpretation, you might want to write the rule as: A figure which uses a pole weapon against a charge-attacking foe (who makes a 3+ hex charge) also does an extra die of damage if it hits. Warm regards, Rick. |
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03-25-2018, 12:00 PM | #60 |
President and EIC
Join Date: Jul 2004
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Re: Fantasy Trip Pole Weapons and Charges
I thought about that exact addition, and the current draft omits it for (a) simplicity (b) to make those facing pole weapons show a little respect when running up on them.
Does that work? |
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