Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip

Thread Tools Display Modes
Old 08-10-2020, 03:58 PM   #11
hcobb's Avatar
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Fantasy Trip Mega Hexes

100 yards is -5 DX for Missile Weapons talent.

+2 DX for standing support
+2 DX for ten seconds aiming
+1 for Missile Weapons I

So even DX shot.
hcobb is offline   Reply With Quote
Old 08-10-2020, 08:59 PM   #12
rlbeaver's Avatar
Join Date: Sep 2004
Location: Earth
Default Re: Fantasy Trip Mega Hexes

Originally Posted by Helborn View Post
It's not just Missile range adjustments - MH also affects Creation spells. There can be an important tactical distinction between being able to create an illusion or Summon 5 hexes away vs only 3 hexes away.
The same for all of the multi-hex spells that are defined as covering a MH (MH Sleep, Pentagram, MH Freeze)

My solution has been to create clear overlays with MH outlines for when I can't use pre-prepared maps or MH tiles.

Shadekeeps mapping program works well for that.
I did try this but making it transparent and usable on every map was too cumbersome. I noticed in Fantasy grounds they went with 0 up to 8 hexes away and -1 9-15 etc. I just set roll20's unit to hexes and I'll figure out how I want to handle it later...
-- Bob --
Just play. Have fun. Enjoy the game. - Michael Jordan
rlbeaver is offline   Reply With Quote

roll20, the fantasy trip, vtt

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump

All times are GMT -6. The time now is 01:06 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2021, vBulletin Solutions, Inc.