12-29-2020, 03:42 PM | #11 |
Join Date: Dec 2017
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Re: Complete Newbie Questions about Melee
It is also important to mention that once you go to the role playing side of things with In the Labyrinth, things change for our lightly armored fellows...
This is not just because of talents, but also they fit better in campaign where heavy armor is not as common (pirates, typical 80's sword and sorcery movies) |
12-29-2020, 04:44 PM | #12 |
Join Date: Dec 2017
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Re: Complete Newbie Questions about Melee
I'm actually pleased to see someone (other than me!) preaching the gospel re. the value of armor in the TFT system. I think all of us have our preferences when it comes to creation of character types and when we debate their relative merits in arena combat we often engage in a kind of confirmation bias, where the situations and outcomes we picture slant toward the strengths of that character. The reality is that it is very challenging to come up with a concept for a gladiatorial combatant who is really substantially better than most others. The armored fighter is co-equal with the crossbow sniper, the halberd can opener, the molly and so on and so forth.
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12-31-2020, 10:31 PM | #13 | |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Complete Newbie Questions about Melee
Quote:
But a role-playing campaign consists of a large number of skirmishes, the vast majority of which the heroes win. (A significant percentage of the skirmishes the party doesn't win will be total party kills.) This introduces two important changes, each of which can benefit armour.
Last edited by David Bofinger; 12-31-2020 at 10:33 PM. Reason: Left something out |
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02-09-2021, 07:38 PM | #14 | |
Join Date: May 2020
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Re: Complete Newbie Questions about Melee
Quote:
Naked warrior moves faster and will strike 1st with 63% hit chance but will only average 7 dam per blow landed...pink... -5 =2 hit scratch. The chainmail warrior strikes always second only hits at 16% but when successful will do over 50% damage (on average). So it really is a game of luck with 2 evenly matched foes as they wait for "good" rolls to tip the scales. However the lighter naked warrior has options to disengage before the slower one can strike. Defend with near invulnerability (4d6 under 8..HA!) and look for an opening to strike at bonus with or without aimed shots to disarm or head. Also as stated from others initiate HtH (this being a poor option for this scenario btw) Chainmail warrior has none of those options as even defending 2 turns will not get him to strike first. BUTT (see how I spelled that cause i'm using naked warrior example...ok I thought it slightly humorous...) the combat is still pretty chancy as the first lucky die roll is going to be key. That's what happens in equal contests and ITL does tend to excel in the balanced rules department. -nothing is the best except the players brains.- So regarding your bowman question. What do you think should be the outcome or chance for success of a 1d6 bowman killing a charging foe 50' away in a confined area? I think if you asked the bowman he would tell you that firing arrows starting at 50 yards (or more) is much preferred. I think missile armed gladiators are not very realistic (he states in the fantasy forum) or fun. I say have a target contest instead. Butt- (oops did it again) Naked bowman (had to throw that back in because I used the rear end joke a second time) still has some advantage that if he thinks, he can try maybe... 1.shoot (aim for the head). 2.become engaged. 3.Disengage with higher DX. 4.wait for winning initiative. 5.Runnnnnnn. 6. repeat 1 through 5 until either out of arrows or chainmail warrior gets one in the eye or dies from 11 one hit pin cushion shots, which will in all probability never happen so yes the bowman dies most times. |
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02-09-2021, 09:14 PM | #15 |
Join Date: Dec 2017
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Re: Complete Newbie Questions about Melee
The design of the combat and associated gear is to basically balance things so that every choice within a wide design space has a close to even chance against every other choice (omitting weird, intentionally disfunctional ideas). The value of armor in a Melee-style one on one fight is definitely part of that balance; it isn't required for victory but neither does it seal defeat. The outcome depends on circumstances, tactical choices and luck.
But change the situation a little and suddenly armor does everything for you and DX nothing. Say you have to stand in formation and receive several volleys of arrow fire - your DX is irrelevant and only armor or very good luck will keep you in one piece. Or change it in another way and DX is everything and armor does nothing. Say you get pushed by a giant (or for some other reason risk falling) next to a 500' cliff and only a DX save will prevent you going over. Now no amount of armor will help you and you'll wish you had ever point of DX you can scrape together. |
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