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Old 08-03-2020, 05:46 PM   #11
Shostak
 
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Join Date: Oct 2015
Location: New England
Default Re: Shield Rush is always pointless?

Shield rush comes up often in my play groups--one more than the other. It can be extremely effective, and is only more so when used by players who understand how to work together synergistically.
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Old 08-07-2020, 05:45 PM   #12
Skarg
 
Join Date: May 2015
Default Re: Shield Rush is always pointless?

Quote:
Originally Posted by hcobb View Post
Compare with Lasso or Whip where the enemy gets no saving throw and the one quarter chance (half to hit times half to unsave) of a shield rush doing anything is rather poor.
Yes, but lasso and whip are terribly overpowered in that way. The solution is not to also make Shield Rush terribly overpowered. It's to develop more balanced rules for lasso / whip / net / bolas which DO give a saving throw.
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Old 08-07-2020, 08:08 PM   #13
larsdangly
 
Join Date: Dec 2017
Default Re: Shield Rush is always pointless?

Lasso and whip don't really bum me out. Yes, they can do something cool in just the right tactical situation, and in that situation they are powerful. But change the situation slightly and you are dead. If you fight with a lasso, getting charged by a halberd before your attack can get off is a bummer.
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Old 08-07-2020, 09:53 PM   #14
hcobb
 
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Location: Pacheco, California
Default Re: Shield Rush is always pointless?

Pole weapons also strike before shield rush from any starting ranges.
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Old 08-08-2020, 06:38 AM   #15
Shostak
 
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Location: New England
Default Re: Shield Rush is always pointless?

In addition to pole weapon attacks coming first, any action by a figure with a higher adjDX also will go before a figure shield rushing, just as it would before an attack that figure would make instead of shield rushing. That doesnt make either the shield rush or attack pointless.
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Old 08-08-2020, 08:58 AM   #16
larsdangly
 
Join Date: Dec 2017
Default Re: Shield Rush is always pointless?

The whole design concept behind TFT is diversity with parity; it is tricky because parity that is totally 'flat' across all tactical situations destroys diversity - who cares what you call your various weapons and armors if they are effectively the same? So, in order to preserve diversity, parity in TFT works by providing every stat and gear option a significant advantage in a different situation; if you can tactically create that situation you have an advantage; if you can't you probably have a disadvantage. But everyone has a way that they can shine, so long as they play well and don't walk into un-winnable set ups. Lasso, bola and whip are just unusual parts of this 'ecology' of balanced gear. So is an arquebus. So is a horse bow. So is a petard. So is a fine rapier. So is the 'Sleep' spell. etc.
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