Re: Octopus vs starting human in HTH
Shostak makes good points, but there's always a tension between realism and simplicity. I may be persuaded that RAW doesn't work for many situations, allowing a goblin to hold a very strong human pinned for two turns, but I'd probably fix that with an ad hoc rule for that situation or perhaps use the ST difference as a modifier.
Some ad hoc rules are obvious. You won't pin a three hex figure, for instance. Others are fairly complicated. Should an ST 17 human have to wait two turns to break free from a goblin? Doesn't seem like it, but I can just make that up on the fly and keep playing. Since pinning hasn't happened in my campaign yet, I won't sweat these rules too much. To be sure, this from a guy who just wrote a 13 point list with cross-references and helpful diagrams for how to drop a stupid lantern, but I guess we all make our choices about what's important. My ad hoc rule for pinning an octopus? Long as he has a tentacle free, he can punch, perhaps with a DX penalty. Just try and stop him! Anyway, I realize I forgot to include a glossary and index for my lantern supplements, which I will submit to Hexagram #37 to the adulation of RPGers everywhere. With some effort, perhaps I'll spin it off to a self-contained game. (Have I mentioned that no one has even lit a stupid lantern in my campaign yet?) |
Re: Octopus vs starting human in HTH
The Unarmed Combat adjustment as written is one of the worst aspects IMO, as I house-fixed, along with a few other Pin issues, here.
Just because some people haven't seen anyone try something in play, doesn't mean it isn't very broken as soon as someone uses it in a broken way. And, having more Unarmed Combat than your opponent practically guaranteeing a pin, seems pretty broken to me. Quote:
I wonder what scrawny types pinning huge foes in films you are thinking of. None come to mind. When something that seems wrong in a film comes up, my reaction is pretty much always "that's wrong and is ruining my interest in this film". It is never "yay I want a game that is also wrong like that". |
Re: Octopus vs starting human in HTH
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Re: Octopus vs starting human in HTH
I don't think of TFT as particularly cinematic in the sense implied above. Yes, there are magical creatures and so forth, but your ST is supposed to mean your physical strength (and generally also mass). And it is hard to think of many games less cinematic than TFT when it comes to the scales of PC power in combat. You could carefully develop a character for years and still be vulnerable to a quick death if you were surrounded and outnumbered by mundane foes.
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Re: Octopus vs starting human in HTH
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Re: Octopus vs starting human in HTH
I think you may be asking for the wrong level of granularity from TFT's combat system, and an approach to the time frames of events that can't be compatible with a game (at least not a playable one). Consider that you could also complain the opposite point: that throws and pins are resolved far too quickly in TFT. Go watch a judo or greco-roman wrestling match and you'll see many 'turns' worth of jostling for position are needed to set up even a tentative attempt at a throw or pin. A 2 minute round might include just a few significant events. So how do you create a game that treats both an instantaneous collision and a minute of jostling for position, but where only one meaningful event need be resolved? Through abstraction, of course.
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Re: Octopus vs starting human in HTH
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I'd treat pinning and killing them as already covered by a very successful regular HTH attack. |
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