07-21-2018, 02:49 PM | #21 | ||
Join Date: May 2015
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Re: Phasing for falling down/standing up
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07-21-2018, 02:54 PM | #22 | ||
Join Date: May 2015
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Re: Phasing for falling down/standing up
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(For us, not seeming to make sense was always taken as grounds for "the rule must be wrong" and changing it.) |
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07-23-2018, 12:02 PM | #23 |
Join Date: Jul 2018
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Re: Phasing for falling down/standing up
Maybe just change stand up to mean you give everyone a bonus on you until we are at the same position in the turn, next turn, as when you fell down. If you fell during movement you are considered standing after movement next turn. If you got knocked down after DX count 13, then you are considered standing up after DX count 13 the turn after. Everybody gets to take an action and only one action (including the one that knocked you over) and your action is spent standing up (but with a delay).
In practice not so hard to keep track of. The big dude with a battle axe knocked me down. After he acts next turn I am on my feet again. The only problem I can see is if I fall during movement where we went last and next turn we go first. But that can be ruled as. If I already lost one movement due to enemies, then I can take the next turn movement, but if I screwed up during my own movement, I will lose one more. |
07-23-2018, 01:15 PM | #24 |
Join Date: May 2015
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Re: Phasing for falling down/standing up
^ Yes, that's what I meant by:
[LIGHT HOWITZER] Another (fairer? more equal, anyway) sequencing might be to have people get up at the action point (adjDX) of the attacker when they knocked them down the previous turn, but that's a notch or two of sophistication above most TFT rules. [/LIGHT HOWITZER] It seems easy enough to you and me, though I wonder (?) if others might dislike the "complexity"? It isn't just a matter of remembering who knocked you down, as DX adjustments can throw that off. It's more like, it was either during Movement, or at adjDX 11 or 13... again, I can handle that easily, but there's a line somewhere where some players start saying rules are too complex (which often surprises me where that point is). |
08-10-2018, 08:17 AM | #25 | |
Join Date: Jul 2018
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Re: Phasing for falling down/standing up
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But if I wanted a simple system: I would go with the same rule for both -3 DX and Knock Down. It last until the end of the next turn. But then all effects should last to the end of the turn, spells that are not payed for included. A sort of mop up phase. |
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08-10-2018, 02:18 PM | #26 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Phasing for falling down/standing up
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No solution is perfect because the turn sequence is unavoidably artificial. I'd prefer the solution that is the best for game balance. |
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08-10-2018, 02:37 PM | #27 |
Banned
Join Date: Mar 2018
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Re: Phasing for falling down/standing up
We interpreted the intent of the penalty to mean: "Lose your next Action Phase."
That way regardless if a figure knocked down before or after that figure's action phase, that figure will only suffer the loss of 1 Attack Phase; and not 2 due to timing which crosses over two combat turns. JK Last edited by Jim Kane; 08-10-2018 at 02:37 PM. Reason: Typo |
08-10-2018, 06:41 PM | #28 |
Join Date: May 2015
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Re: Phasing for falling down/standing up
From a game balance perspective, if there is a special attack option like Shield Rush or Unarmed Combat II "throw" or the Trip spell (cost: 2 ST), which take an entire turn and very well may fail, then having a success only inconvenience the target for only one action makes those options mostly a losing proposition except in special circumstances, because the person using those options certainly loses an action doing it, and may fail.
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08-10-2018, 09:43 PM | #29 | |
Join Date: Nov 2010
Location: Arizona
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Re: Phasing for falling down/standing up
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08-11-2018, 10:45 AM | #30 | |
Join Date: Mar 2018
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Re: Phasing for falling down/standing up
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In contrast, the new 'stand after all actions' adds another phase to the turn. Does it come before or after forced retreats? eg Figure X is knocked down Turn 1 after taking his action. On turn 2, X gets hit again by Y (not too hard!), and after all other actions X stands up. Can X now be force retreated? So now to accommodate increased kicking while down, a new phase has to be added to the turn. Either: Initiative, Renew Spells, Movement, Actions, Forced Retreats, Standing Ups Or Initiative, Renew Spells, Movement, Actions, Standing Ups, Forced Retreats Also, 'stand after all other actions' would need to add rules to be clear in what order figures stand up, as it could affect engagement possibilities in the event of multiple figures taking this option. Last edited by RobW; 08-11-2018 at 10:49 AM. |
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