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JimmyPlenty 09-21-2019 06:01 PM

Attacking giants
 
Didn't see it, but just checking here to be sure.

No size modifiers for melee attacks again multi-hex creatures? (i know ranged combat is covered)

Also, would a giant get a height bonus by default?

TippetsTX 09-21-2019 06:15 PM

Re: Attacking giants
 
ITL page 116, but it only covers attacks made by missile and thrown weapons, and missile spells.

I have my own rules for size modifiers (which I really need to post in the House Rules forum).

hcobb 09-21-2019 06:36 PM

Re: Attacking giants
 
Any giant with legs long enough to reach the ground doesn't have a height bonus.

Make sure you overcome the giant's limited DX with shifts every turn to drop enemies to the ground for the +4 on the giant's attack. Remember that anybody who falls to the ground during movement gets no action that turn.

Skarg 09-23-2019 06:57 PM

Re: Attacking giants
 
... unless you use the free "roll out from under" option.

hcobb 09-23-2019 07:45 PM

Re: Attacking giants
 
ITL 126: "Eric misses his saving roll and falls underfoot. When his own turn to act comes..."

Sometimes falling down costs you an action before you can stand on your next action, sometimes it doesn't. But at least in this case it requires a DX roll to "disengage from Foot to Hand combat and stand up".

Skarg 09-24-2019 09:04 PM

Re: Attacking giants
 
Yes, exactly. Which in practice tends to mean that the most likely result of a Push is not that the pushed figure is on the ground. Even if the target is only adjDX 10, there's a 50% chance that pushing them gives them a free shift after the pusher has committed to its final position (meaning the pusher may want to be careful not to be pushing foes to Side or Rear hexes), and a 25% chance the result is the target moves one and stands up on their adjDX.

And unlike your first comment, I don't think there's any way it results in a pusher getting a +4 to do a non-trample attack on a figure they just pushed in the preceding movement phase, because the best outcome is the target falls in the hex the pusher moved into (not eligible for attacks other than trample and HTH).

Axly Suregrip 10-04-2019 12:49 AM

Re: Attacking giants
 
hcobb was referencing the Wizard rules while Skarg was referencing the ITL rules.

When a figure is pushed back by a giant and the saving roll is failed the hero falls in...:
- In Wizard rules, hero falls into an adjacent hex. This is awesome for the giant to get the +4 DX and pound them with his 3+3 club.
- In ITL rules, hero fall into same hex under the giant. This leave him subject to being trampled.

See Wizard page 8 and ITL page 104

Also note in Wizard/Melee there is no trampling nor rolling out.

hcobb 10-04-2019 06:27 AM

Re: Attacking giants
 
Agility is the best defense against giants, so take Acrobatics before you do the attack on titan.

Axly Suregrip 10-04-2019 08:55 AM

Re: Attacking giants
 
I like the Wizard "push back" rule better than the ITL one. It seems it was rewritten for ITL to give players a better chance, but it just makes Giants too weak. It pushes you down for what? To get trampled for a mere 1+1? That is best case for the Giant. If you roll out you can come out behind the giant.

Looking at Giants as a summon spell, Bears and Gargoyles are both a lot more effective if you are using the ITL pushback rules.

Maybe a middle ground where the giant decides if you get pushed back or pushed under when the hero fails his roll is better.

hcobb 10-04-2019 09:14 AM

Re: Attacking giants
 
Note that dragons are much more effective at forcing foes into dagger range because of their armor. So be sure to stab the dragon in the eye on the same turn that it tramples you underfoot. (Bonus points if you take the head stab while under the dragon's tail.)


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