07-08-2019, 10:35 AM | #1 |
Join Date: Sep 2007
Location: Plano, Texas
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AdjDX & Initiative in ITL
In "In the Labyrinth," it says on p102 under Actions, "Figures act in the order of their adjDX, highest first. If figures have the same adjDX, those on the side with initiative go first. Further ties are resolved by die roll."
However, in both the regular rules for Melee and Wizard, it says, "Figures attack in the order of their adjusted DX, highest first; ties are resolved each turn by a die roll," with no mention of initiative. Now, I realize that ITL is an expanded version of Melee and Wizard, but it seems odd to me to leave it out of those two. Because it very much can change how a fight goes. And it surely couldn't have been left out due to space issues. I also realize it's not really a big deal, and easily fixed as a "house rule." I'm just wondering why they didn't codify the rules so there would be no discrepancy like this. "Let's play The Fantasy Trip!" "O.K., which one?" What am I missing?
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07-08-2019, 10:52 AM | #2 |
Join Date: Jun 2018
Location: London, UK
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Re: AdjDX & Initiative in ITL
The original TFT books included Advanced Melee and Advanced Wizard, these have been merged into In The Labyrinth under the Advanced Combat section.
You either play Melee (and/or Wizard), or you play The Fantasy Trip which is ITL with the Advanced Combat rules. |
07-08-2019, 11:13 AM | #3 |
Join Date: Sep 2007
Location: Plano, Texas
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Re: AdjDX & Initiative in ITL
True, but as far as I can tell, all of the other rules in Melee and Wizard are the same in ITL, except for that one. It just seems odd to me (especially not knowing the detailed history of the game; I knew of it but never owned it).
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Color pictures! In Color! http://kelroywashere.blogspot.com |
07-08-2019, 12:13 PM | #4 |
Join Date: May 2015
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Re: AdjDX & Initiative in ITL
IIRC, it's different because the idea was suggested here on the forums, and got inserted into the new ITL shortly after the final drafts of Wizard and Melee were sent to the printer.
I prefer to use the original rule of rolling for all adjDX ties, as I don't like the idea nor the irregular effects of having action sequence governed by initiative only for all of the figures who coincidentally have the same adjDX. |
07-08-2019, 12:23 PM | #5 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: AdjDX & Initiative in ITL
I've always rolled to resolve ties so I guess I'll just continue with that.
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07-08-2019, 05:17 PM | #6 |
Join Date: Jan 2018
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Re: AdjDX & Initiative in ITL
same here for what it's worth my opinion
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07-09-2019, 04:20 AM | #7 |
Join Date: Nov 2017
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Re: AdjDX & Initiative in ITL
Another issue is that in Melee you have to act first if you win initiative, even if you'd prefer to let the other side go first. Thankfully that is sorted in ITL.
As for ties being resolved by initiative, I find that far easier than rolling for every figure. I find we have a bottleneck around Dx11-12 and rolling off for 3-5 different sets of figures would get tedious. It also makes initiative (and therefore the tactics talent) more valuable. |
07-09-2019, 06:17 AM | #8 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: AdjDX & Initiative in ITL
Nope. New edition of Melee (p5), you can choose to go first or have the other player go first. Can't remember if it was different in older editions.
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07-09-2019, 11:26 AM | #9 |
Join Date: May 2015
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Re: AdjDX & Initiative in ITL
Is there any edition where that's true? I didn't ever think so, but I don't have all printings of original basic Melee.
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07-09-2019, 11:39 AM | #10 |
Join Date: Apr 2019
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Re: AdjDX & Initiative in ITL
Original Melee - Initiative Roll.
Each player rolls a die. The high roller may choose to either move his figure(s) first that turn, or to have the other player(s) move their figure(s) first. |
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