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Old 04-18-2021, 07:46 AM   #7
phiwum
 
Join Date: Jun 2008
Location: Boston area
Default Re: Is initiating HTH overpowered?

Quote:
Originally Posted by Acheron View Post
We just played our first (test) battles with TFT yesterday, and we noticed that initiating HTH seems quite broken:

The chance of initiating HTH is not influenced by any stats at all. Anyone has 66% chance (80% from behind) of succeeding, and thus knocking down and disarming an opponent (who might or might not be able to draw a dagger in response).
Then, his allies can attack with +4 DX and the victim is denied the protection of his shield. That seems to us extremely overpowered.

Even if the defender instantly kills the HTH attacker, he still lost 3 rounds: one in HTH, one to stand up, and another one to bend over and pick up his gear. And any attacker has 66% of pulling this off, regardless of how weak (both in ST and DX) he is compared to the defender.

Have we misunderstood some of the rules?

Or does that really work out like that?

If so, how can any mighty hero defeat even a bunch of kobolds, if every third round one kobold sacrifices himself by jumping into HTH?
The bolded part bothered me quite a bit. With the +4 DX to hit someone prone, there's almost no chance to hit an ally. At DX 10, you roll a 14 or less to hit your enemy and if you miss, a 14 or less to miss your friend. A 14 or less is about 91% chance of success, so you have less than a 1% chance of hitting your friend. There's really no significant reason to worry about collateral damage.

I houseruled that to strike into HTH, you may either omit the +4 DX and play the "Hitting Your Friends" rule (ITL 116) as written or you may take the +4 DX but randomly roll who you hit (in the rare case that you just want to hurt somebody and don't give a darn who).

We discussed it in this thread.
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