10-30-2019, 04:17 PM | #11 | |
Join Date: May 2015
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Re: 3 hex charge pole weapon rule
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"The caustigus, the caustigus... once you're in, you're lost to us..." |
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10-30-2019, 06:00 PM | #12 |
Join Date: Sep 2018
Location: North Texas
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Re: 3 hex charge pole weapon rule
TBH, I don't think a one or two-hex move (followed by an attack) should be considered a 'charge' at all. Having a 3-hex minimum, straight line or not, just makes sense to me.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
10-31-2019, 06:55 AM | #13 | |
Join Date: May 2019
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Re: 3 hex charge pole weapon rule
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I have been roundly told we had it completely wrong tho. :) |
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10-31-2019, 07:06 AM | #14 |
Join Date: Sep 2018
Location: North Texas
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Re: 3 hex charge pole weapon rule
A one-hex charge only works in football or rugby.
;)
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
10-31-2019, 08:07 AM | #15 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: 3 hex charge pole weapon rule
Here's the wording I'm going to use.
A charge attack occurs when the attacker and defender entered three or more new hexes during movement. A multi-hex figure doesn't count any movement spinning in its own hexes for this. Only hexes newly moved into during the current turn count. (If the attacker backed up a hex and the defender entered a starting empty hex then the attacker's old hex and was therefore engaged this would be three hexes moved into.) Any melee attack used when the charge attack totaled eight or more hexes does +2 damage. Pole weapons used in charge attacks strike before other melee weapons. This is resolved at the adjDX of the attacker or defender, whichever is higher. If the attacker entered no new hexes during movement then she gets +2 DX for her pole weapon charge charge attack. If the attacker entered no new hexes or moved the last three hexes in a straight line she adds one die of damage for a pole weapon attack.
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10-31-2019, 09:13 AM | #16 |
Join Date: Dec 2017
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Re: 3 hex charge pole weapon rule
I actually disagree with the 3 hex minimum charge rule (i.e., to get the 1d damage bonus). I think it both nerf's pole weapons and isn't physically accurate. But it is what it is, and I prefer to play meat-and-potatoes rules in a way that is consistent with what the rest of the community is doing unless there is some compelling reason to go off in a different direction.
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10-31-2019, 11:11 AM | #17 | |
Join Date: May 2015
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Re: 3 hex charge pole weapon rule
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I imagine it being about leverage with a long pole. If someone has a long pole and is holding it pointed at someone outside the pole's reach, and the other person tries to move (at whatever speed) towards the pole-weapon holder going right up the firmly-held pole (i.e. on a hit), they're going to either be stopped, skewered, or else have to shove the pole-holder back using whatever body part was hit by the pole, and if the pole is sharp... well, to me that's obviously a very damage-risking thing to do, even with no particular speed. The "normal" (i.e. lower than other weapons of the same ST) pole weapon damage, on the other hand, is (to me) about hitting someone inside the reach of the pole, where it's not geometrically possible to get your whole weight behind it. I would encourage people to (safely) horse around with two people and a long (at least 4-feet) pole. Start 10 feet apart, and have the guy with the pole point it at the other guy while the other guy tries to get at the guy with the pole. My experience of doing this makes it pretty clear that even on a slow approach, the guy with the pole has a very threatening and encroachment-denying situation to work with as long as the other guy doesn't get past the point of the pole. If you remove bonus damage from defensive polearms unless the attacker obliges you by doing certain movements, it basically removes from the game system any representation of this ability to stand people off with a pole. |
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10-31-2019, 11:56 AM | #18 |
Join Date: Dec 2017
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Re: 3 hex charge pole weapon rule
Anyone who has trained with a range of medieval/renaissance weapons knows that all pole arms get radically under-rated in most games, in several ways but particularly when it comes to damage. It is ludicrous that a 1-handed sword and a halberd do nearly the same base damage, in TFT and most other games. Particularly in a game where armor reduces damage rather than to-hit (i.e., you could argue 1E AD+D gets things about right by way of increasing the halberd to-hit through the weapon vs. armor type table). A 2H spear jab is much more powerful than a sword thrust - enough so that there is basically no way to safely free-spar with an inflexible spear or staff simulator, even in heavy gear.
So, as I see it the charge damage bonus is just getting pole arms up to where they really should be all the time. |
10-31-2019, 12:55 PM | #19 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: 3 hex charge pole weapon rule
My take on it preserves the damage if the halberd user has room to back up.
Turn one: Swordsman closes to two hexes away and gets poked by halberd. Turn two: Halberd user backs up a step while swordsman advances two hexes. Total of three hexes moved so counts as a charge attack.
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10-31-2019, 01:03 PM | #20 | ||
Join Date: May 2015
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Re: 3 hex charge pole weapon rule
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Compare: ST 13 DX 11 Bastardsword 2d+1 Small Shield stops 1 per attack ST 13 DX 11 Halberd 2d, no protection The halberd is disadvantaged 1 point of damage and 1 point of protection. If a charge can happen, it gets +1d but that averages +3.5, maybe (only on a hit), usually just once. Quote:
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