07-10-2018, 01:04 PM | #41 | |
Join Date: May 2015
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Re: Unarmed Combat
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i.e A knocks B down with his amazing skills! B stands up. A knocks B down with his amazing skills! B stands up. A fails to knock B down. B hits A. (It gets you nothing even if you succeed, unless you're buying time for something else to happen that will help you. Kind of like the Defend option.) Last edited by Skarg; 07-10-2018 at 01:08 PM. |
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07-10-2018, 01:16 PM | #42 | |
Join Date: May 2018
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Re: Unarmed Combat
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TFT just isn't that good at simulating life. IQ in TFT is an amalgamation of intelligence and education. |
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07-10-2018, 01:32 PM | #43 |
Join Date: May 2018
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Re: Unarmed Combat
This ST 16 UC fighter ought to have Two Weapons and be able to make two 1d+3 attacks against the other fighter's two-handed greatsword. Since 1d+3 is roughly equivalent to 2d, I think it's actually a decent comparison. Maybe not so much against armor though. Two Weapons works with the cestus so I don't think it's a stretch to let it work with unarmed attacks.
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07-10-2018, 02:09 PM | #44 | ||||
Join Date: May 2013
Location: Tyler, Texas
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Re: Talent Point Cost Assessment
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I know who my money would be on. This *might* change depending on the nerve strike clarification. But even best-case for the martial artist - 3 points of damage BEFORE armor causes a dropped weapon - the nerve strike will happen on 50% of attacks. And the fighter can nullify the nerve strike by just punching the martial artist. He actually does the same damage bare-handed as the martial artist (though he hits about half as often). And his armor protects him 5 out of 6 times from the martial artist's blows. Quote:
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07-10-2018, 02:11 PM | #45 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Unarmed Combat
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The reason I agree with Steve is that I think it's too punitive to have lower DX figures lose TWO attacks when knocked down. High DX figures already have plenty of advantages. Last edited by tbeard1999; 07-10-2018 at 02:45 PM. |
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07-10-2018, 02:30 PM | #46 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Suggested Revision of UC Talents
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And of course, there's this - "A figure which takes 8 or more hits in one turn IMMEDIATELY falls down. If it has not already attacked, it may not attack that turn. It may do nothing NEXT turn except stand up (or stay down). If it is in HTH combat it may do NOTHING next turn." As an aside, if a figure moves (say) 1/2 his move he can strike with a ready weapon. But if he's knocked down before his attack, he has to wait until next turn to stand (thereby losing two attacks). I think that this creates a regrettable incentive to *not* engage. It also advantages high DX figures (which we really don't need). I suggest that figures be allowed to stand up as their action if they moved 1/2 or less of their MA. That's how my group always played it; I forgot that it was a house rule. Last edited by tbeard1999; 07-10-2018 at 02:47 PM. |
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07-10-2018, 02:45 PM | #47 |
Join Date: May 2015
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Re: Unarmed Combat
You're mis-reading what it says in Advanced Melee. Regardless of whether you have used your action yet on a particular turn, the effect of falling down is you lose your NEXT action, whether that is on this turn, or the next turn. Then when you can act, you're likely to want to stand up (but not necessarily, if by then you're in HTH, or whatever).
So the higher-DX person also loses an action, and then probably wants to stand up after that. It's just that his action will be next turn. Again, if you don't do it that way, then all attacks that just have some chance to knock someone down (UC II judo throw, shield rush, the Trip spell, whatever...) are almost always pointless to attempt in single combat, as it will tend to gain you nothing at best, and may completely waste your turn. i.e. Wizard casts Trip! You fall to the ground and drop your weapon! Oh my! I get up and ready my weapon. Wizard casts Trip! You fall to the ground and drop your weapon! Oh my! I get up and ready my weapon. Wizard casts Trip! You fall to the ground and drop your weapon! Oh my! I get up and ready my weapon. Wizard casts Trip! You fall to the ground and drop your weapon! Oh my! I get up and ready my weapon. Wizard casts Trip! You fall to the ground and drop your weapon! Oh my! (Wizard also collapses because he was ST 11 and he used 10 fatigue casting Trip on you, gaining him absolutely nothing.) Also, if you just let someone get up right after falling, then there's a weird situation where if a slower person knocks over a faster person who's already acted in a turn, the slower person can be unengaged and run away next turn. But if a faster person knocked over a slower person, and the slower person can just get up as his unused action, then the faster person can't get disengaged by knocking over his opponent (which is not only unbalanced in a backwards way, but also doesn't make any sense - you should be able to run from someone who just fell down, but can't if they're allowed to stand up before the next movement phase). I.e. if A and B are rehearsing this, the sequence from Advanced Melee would be like this: ***new turn*** A trips B B loses action ***new turn*** A acts B stands ***new turn*** A acts B trips A ***new turn*** A loses action B acts ***new turn*** A stands B acts ***new turn*** As you can see, using your action to (successfully) knock someone down gets you two actions before they can be standing and attack you again while standing, no matter whether you went first or second. If it only "gets" you one action, well, it was already your turn to act when you chose to try to knock them down, so it actually gets you zero advantage (unless you're buying time for some external event you hope will help you more than him). Last edited by Skarg; 07-10-2018 at 03:00 PM. |
07-10-2018, 03:03 PM | #48 | |
Join Date: May 2018
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Re: Unarmed Combat
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I think the stun-effect is supposed to be from the damage, not from falling down. |
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07-10-2018, 03:03 PM | #49 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
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Re: Unarmed Combat
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I think that at UC ii, it should gain my Judo Talent ability. (When someone tries to jump you in HTH, you get a 1 die roll to see if they succeed. 1,2 yes, 3,4 yes with dagger, 5 no, 6 no & free hit. I'll call this the "HTH 1 die Defence Roll.") The HTH 1d Def. Roll, is random and dull. Nothing you can do to change it. My Judo talent give you the ability to add or subtract one to this roll, when you are try to enter HTH, or someone tries to jump you in HTH. It is very nice to have SOME way to modify this random effect. *** I agree that armed figures should be better than UC users. Warm regards, Rick. |
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07-10-2018, 03:06 PM | #50 | |
Join Date: May 2018
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Re: Unarmed Combat
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