07-25-2018, 04:06 PM | #1 |
Join Date: Jul 2005
Location: Geelong, Australia
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Impulse Move System
Hi,
With all this talk about facing and manoeuvre has anyone used a speed chart? We used to use this in Champions and Star Fleet Battles back in the day. Basically the turn is divided into a number of impulses or segments. Speed Chart Each figure can move one hex and/or make one hex side change of face on their segment. A figure with MA 6 would move on segments 2,4,6,8,10, and 12. Although that chart looks scary, in practice it works quite well. |
07-25-2018, 04:17 PM | #2 |
Join Date: Nov 2010
Location: Arizona
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Re: Impulse Move System
Speaking as a person who has been playing wargames since 1967 (51 years, can you believe it?), I have to say that I never enjoyed those kind of games. They tend to chop up the turn too much and make it painful (and very lengthy) to play.
The whole advantage of TFT in my mind is speed of play, especially in combat (even though it's a ton more "realistic" than "Theater of the Mind" combat like in OD&D or even AD&D), which allows us to move the story right along. |
07-25-2018, 04:35 PM | #3 | |
Join Date: Jul 2018
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Re: Impulse Move System
Quote:
I would tend to associate that much complexity with GURPS rather than TFT, but it’s all a matter of personal preference.
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07-25-2018, 04:36 PM | #4 |
Join Date: Jul 2005
Location: Geelong, Australia
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Re: Impulse Move System
It does get very choppy
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07-25-2018, 05:16 PM | #5 |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: Impulse Move System
I love Champions, and I love Car Wars, and part of the reason I love them is for their impulse move systems... but I'm not sure it really fits with TFT.
That said, the Champions creators played a lot of TFT and it shows in their games, so I wouldn't say it was a foreign concept.
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07-27-2018, 06:12 PM | #6 |
Join Date: May 2015
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Re: Impulse Move System
When we had played TFT so much that we wanted more complexity (1980-1984-5 or so), we started a big house-rule redesign project and one thing we tried included impulse movement and action systems.
There's potential for cool things, but it's not easy to do well and it is a huge jump in complexity and detail. Seemed like overkill. Phoenix Command also uses an impulse system (and there is a module for melee weapons), but also seems like overkill even just in the movement system. But it is interesting and some people like it. If you're interested in this and haven't tried GURPS, I'd suggest you try it first. It goes part-way but is much simpler, faster, and easier to use. Turns are 1 second rather than 5, and the movement and actions of figures are interleaved (so not everyone on a side moves at once). The result is really nice and playable. I think it gets you most of the benefit of an impulse system without most of the work and slowness. |
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