03-15-2018, 09:11 PM | #11 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Blasphemous Polyhedral Weapons Table
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I’d add that I’ve allowed a modest damage bonus for having a ST higher than the weapon minimum - +1 per 2 points of ST (or fraction thereof), with a maximum of +2. I also deduct damage if your ST is too low - minus 1 point for each point of ST you lack. You can’t use a weapon if you lack more than 3 points of ST. This is slightly different from AM. Last edited by tbeard1999; 03-16-2018 at 11:57 PM. |
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03-15-2018, 09:22 PM | #12 |
Join Date: Nov 2010
Location: Arizona
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Re: Blasphemous Polyhedral Weapons Table
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03-15-2018, 09:43 PM | #13 | |
Banned
Join Date: Mar 2018
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Re: Blasphemous Polyhedral Weapons Table
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I get the distinct impression that on-the-whole the TFT combat is supposed to be Cinematic by design. Your thoughts on that? Yes, I would rather have a Club too,... pretty bartenders,.. good band,.... excellent food,... but, I digress LOL! Last edited by Jim Kane; 03-15-2018 at 11:34 PM. |
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03-15-2018, 09:58 PM | #14 | |
Join Date: Nov 2010
Location: Arizona
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Re: Blasphemous Polyhedral Weapons Table
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03-15-2018, 10:27 PM | #15 | |
Join Date: May 2015
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Re: Blasphemous Polyhedral Weapons Table
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Still polyhedral blasphemy, but perhaps rolling 2 or 3 polyhedrals for every weapon, with an appropriate minus, e.g.: Rapier 3d6-7 Cutlass 3d8-9 Shortsword 3d10-11 Broadsword 3d12-13 Bastard Sword (1 hand) 3d12-12 Bastard Sword (2 hands)† 3d20-23 2-handed Sword† 3d20-22 Great Sword† 3d20-20 (Though personally, I'm with Rick that 2-handed weapons should do another +1, so I'd have: Bastard Sword (2 hands)† 3d20-22 2-handed Sword† 3d20-21 Great Sword† 3d20-19 ) However, even I would probably find that notably slower due to the arithmetic, so while I like the numbers better, I probably wouldn't do that outside a computer game - maybe I'm just so used to d6's, but to me 5d-6 for a battleaxe is easy, but 3d20-20 sounds slightly tiresome. |
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03-15-2018, 11:31 PM | #16 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Blasphemous Polyhedral Weapons Table
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The sha-ken is an odd case - the d6-2 is tedious if you fling a bunch of them. To be mathematically correct, you have to subtract 2 from each die. So if you hit with 5 of then you can’t simply roll 5 dice and subtract 10. (An easy, though somewhat unintuitive solution is to roll 1d per sha-ken. A 5 or 6 does no damage; a 1-4 does the indicated amount of damage,) Mathematically a d4-1 would produce almost the same average damage (1 2/3 is the average damage with d6-2; -1 damage is functionally the same as 0 damage). But I just didn’t like it for some reason. And the non intuitive fix above works just fine, |
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03-15-2018, 11:56 PM | #17 | |
Banned
Join Date: Mar 2018
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Re: Blasphemous Polyhedral Weapons Table
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Also, it is MY PERSONAL SUSPICION that most of that "zero damage" makes up for the fact that your opponent gets "no defense roll", and the "zero damage result" may be trying to compensate/simulate a detailed situation where you landed a blow, BUT it was a glancing blow after all,... OR, perhaps the opponent twisted away as a reaction, OR, your sword handle "turned" in your hand at impact, OR, your footing slipped, so no leverage to your swing, OR.. whatever. It's too fine a level of detail for TFT to present in-play, but perhaps it was simply factored into the unseen parts of the game-design - but not pointed to in print - and nonetheless REPRESENTS AN AGGREGATE SUM RESULTING IN NET: ZERO which includes unstated combat variables, which then results in "zero damage". Anyway, that's how I rationalize the existence of "zero damage" in TFT; maybe that might work for you too; maybe not. You might want to directly ask SJ himself about how "zero damage" is possible; or what it really simulates, etc. Last edited by Jim Kane; 03-16-2018 at 12:00 AM. |
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03-16-2018, 01:43 AM | #18 | ||
Join Date: May 2015
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Re: Blasphemous Polyhedral Weapons Table
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03-16-2018, 08:02 AM | #19 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Blasphemous Polyhedral Weapons Table
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And as a lawyer, I’m professionally trained to rationalize ANYTHING. But that doesn’t get it for me. The differing damage approaches bothers me at a reptilian brain stem level. It’s almost certainly irrational. |
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03-16-2018, 11:19 AM | #20 | |
Banned
Join Date: Mar 2018
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Re: Blasphemous Polyhedral Weapons Table
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Well see now we are really hitting on the thing. The entire "Dice PLUS Adds" or "MINUS", as the case maybe, IS NOT the best approach to create variable damage within such a small integer-set to find the damage result, as you point out. My pet peeve? The 1d6+2 Small Ax which is guaranteed to deliver 3 hits every time it hits, and for only having an 11 ST required. That's another thing SJ really got right with MtM; Axes are unbalanced and need to be re-readied after every attack attempt - that was conceptually a good off-set to the damage they delivered (imo) AND THEY PLAY DIFFERENT than a sword or pole weapon. Here is the thing in a nut-shell. The entire TFT Strength-to-HTH Damage-to-Weapon Damage Ratios are off INTERNALLY. That's why everyone messes with it. MY SUSPICION - It looks like SJ really tried (maybe wanted to do the WHOLE ST/Damage system over again) at the end of Advanced Melee (see - Page 21) after getting into the whole concept of BARE-HANDED DAMAGE as a base for a dagger - and maybe adding the weapon Damage for the Sword/Ax/Pole weapon to go on top of that, but he HAD to turn it in to HT, so.. it is what it is. I suspect this because it seems that the system begins to suggest a metamorphosis had begun in his head, but he just couldn't get it out on paper in time. BUT NOTICE on that BARE-HAND DAMAGE CHART - see how the ST values are grouped together by two's? That's because the system is too tight to do integer-by-integer. There is no room. The entire thing would have to be over-hauled from top-to-bottom to get the system to scale within itself properly. BUT, as we both agree, there is NO ROOM for all the incremental differences. So we are basically stuck. All the alternatives that I know of are no more desirable than what we have now. I loved the Hero System for Champions, BUT, how would like to count up to 10d6 in dice - 2 differnet ways no less - over and over and over again,.. not for me anymore with these eyes LOL! Other alternatives are COMBAT RESULTS TABLES. Well,... I loved these in the Avalon Hill Games I played, but that is NOT the Feel, Flow, or Form of TFT. Here's an interesting thing and I will do my best to explain this thing which is really tough to put into words properly: TFT characters are really small when scaled against other systems. Even though MtM/GURPS uses 10 as a base attribute figure, those figures are MUCH larger in "Math Size" than TFT figures, and a Hero System figure is HUGE. It's an economy of scale situation, but in short, each systems "10" is different to each other in terms of dimension. With TFT there is ALMOST NO ROOM for re-work. It's like comparing 3 metal miniature of the same figure pose at 15mm (TFT), 20mm (MtM), and 75mm(Hero), so we are kind of stuck in that regard; unless you want stats such as: 11.6 ST, 13.3 DX, 8.2 IQ - not very pleasant prospect if you ask me. And in the end, I still think TFT is THE BEST system out there - for me anyway. So what are we going to do? We are going to do what we have always done. We are going to take the system and fiddle with it while loving it LOL! I came to a point years ago where I said to myself that it really doesn't matter in a way how the dice killed a character in this game, because as far as the story goes, that character is dead just the same. LOL! SO,.. if there is basically no room in "the math" to scale the system to itself, you can make those weapons which are out-of-scale (like the small ax) and give them penalties to use them (i.e. re-ready after turn) things like that. BOTTOM LINE If it can't be scaled and balanced on the NUMBERS side, you have to scale and balance it on the PLAY side. Frankly, I would much rather see SJ apply more "Weapons Handling Rules" to the weapons to TFT, rather than the math; so that each weapon really FEELS different in PLAY from the next; even if a _____ does the same damage as a ____; because now we are talking Strategy & Tactics and Cinema! |
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