Quote:
Originally Posted by Skarg
Though then you are trying to change not just the way shields work, but also to make them more effective than they are in RAW TFT.
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That is my goal, yes.
Quote:
Originally Posted by Skarg
The thing that bugs me about the DX penalty, is that it has more of an effect against low-DX attacks than against high-DX attacks, to the point that against a very high-DX attack, it can have little chance of stopping a blow (due to the bell curve).
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Well, yes, but how is that different than any of the other negative DX combat modifiers (i.e. concealment, aimed shots, the
evade ability from UC talents, etc.)?
And while I do agree that opposing rolls or mechanics with comparative qualities would provide more accurate battle simulations, I have intentionally decided to avoid that path. I still prefer to maintain the abstract and streamlined nature of TFT combat whenever possible in my rule revisions.