Re: Experience with Comparative DX for Combat?
I really enjoyed using Chris' house rule. It does several things that I like:
* It does what Chris says, making high DX have some defensive value.
* It means that high-DX figures hit each other much less than they otherwise would, so high-DX combat is not so much a matter of almost always hitting each other.
* It makes combat in general less predictable. Few figures can count on hitting.
* It means there is value is getting as high a DX as you can.
* It means that low-DX figures can hit other low-DX figures more often.
Many veteran players of the original game tried various house rules to do something like this, using different mechanics, and this is the one I've enjoyed most (if you don't count GURPS as a TFT house rule ;->).
It does sort of add value to high DX, but it also sort of helps lower-DX fighters, because not only can low-DX fighters hit each other more often, but the higher-DX fighters hit even the lower-DX fighters less reliably, which means they can count less on being able to take foes down before they get a chance to hit.
There are a few things I'd like to study and tweak, if and when I ever get time to playtest it more.
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