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-   -   Experience with Comparative DX for Combat? (https://forums.sjgames.com/showthread.php?t=174278)

David Bofinger 08-01-2021 03:52 AM

Re: Experience with Comparative DX for Combat?
 
Quote:

I would encourage readers to look a the variant fencing rules in Hexagram #6.
Those rules are, in my opinion, the madness of which Lear warned. Lots and lots of die rolls and not a player decision among the lot of them.

Chris Rice 08-01-2021 04:57 AM

Re: Experience with Comparative DX for Combat?
 
Quote:

Originally Posted by David Bofinger (Post 2390733)
Those rules are, in my opinion, the madness of which Lear warned. Lots and lots of die rolls and not a player decision among the lot of them.

Yes, there is enough die rolling as it is with separate initiative, to hit and damage rolls.

Skarg 08-01-2021 10:26 AM

Re: Experience with Comparative DX for Combat?
 
Quote:

Originally Posted by TippetsTX (Post 2390689)
Yes, I definitely missed that rule.

Ok. I imagine I'd agree with your assessment of the house rule you were playing with.


Quote:

Originally Posted by TippetsTX (Post 2390689)
No, just talking about melee... DX 14 wizard with a dagger (or staff) vs adjDX 10 hero with a broadsword. Or even a DX 12 Fencer vs that same wizard. In both cases the heroes are at a disadvantage which seems off given their superior combat training.

I don't see an issue with Chris' house rule there, but I could see expanding it to represent what you're pointing to, which seems to me like wanting combat talents to figure in. Perhaps daggers and weapons without talents would have less defensive effect, for example. In my own playtest experiments, I added options where a figure can forgo their defense to get a higher chance to hit, which the heroes facing wizards might well choose.

TippetsTX 08-01-2021 05:51 PM

Re: Experience with Comparative DX for Combat?
 
Quote:

Originally Posted by David Bofinger (Post 2390733)
Those rules are, in my opinion, the madness of which Lear warned. Lots and lots of die rolls and not a player decision among the lot of them.

I don't think it's quite that bad, but I am in agreement with David and Chris about not wanting to add more die rolls to TFT. I merely wanted to suggest the article as another way of applying an offensive/defensive advantage based on DX.

Touching on another aspect of David's response, however, I also think that player choice (especially when it involves making trade-offs between two or more opposing options) is core to TFT's design. With that in mind, I'd like to offer a variation on Chris' house-rule... instead of using comparative DX for every engagement, let each figure decide if they want to exchange some of their offensive advantage for defense. So using the original example, in melee Aragorn can opt to lower his 16 DX to 14 and then use those sacrificed 2 points as a DX penalty enforced on the orc's attack (-2 DX to hit Aragorn).

I originally shared this optional rule in a different thread last year.
https://forums.sjgames.com/showthread.php?t=171350


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