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Old 10-08-2018, 06:24 PM   #1
platimus
 
Join Date: Dec 2017
Location: behind you
Default Stream-lined Combat Options

Movement Phase
Disengaged figures may move up to half MA. Engaged figures may move no more than 1 hex. Figures that acted in the previous turn may move no more than 1 hex.

Action Phase
Figures may take one of the following actions (* only Disengaged figures may take these actions):
- *move up to half MA (again)
- move 1 hex (disengage)
- strike
- *shoot/throw
- attempt HTH
- ready items
- ready self
- cast spell
- disbelieve
- dodge/defend2

2 I'm allowing Dodge even if engaged but requiring figures to move at least 1 hex during the Movement Phase in order to Dodge.

Last edited by platimus; 10-10-2018 at 11:13 PM. Reason: added Figures that acted...in Movement Phase
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Old 10-08-2018, 07:33 PM   #2
Skarg
 
Join Date: May 2015
Default Re: Stream-lined Combat Options

Interesting idea having the second half of movement be an action. I've never tried that.

It is sort of similar to how we actually played TFT after the first few sessions, in the sense that declaring options during movement may help to learn the system, but once you know the system, I think it's mainly a distraction, a source of confusion, and a waste of time, except in a very few exceptional situations UNLESS someone made the option list details into something that reduces option choices during the action phase.

It's also how pretty much all the published examples of play are done: People move, then people act.

i.e. our actual sequence of play, without simplifying anything:
  • Roll initiative & determine who moves first.
  • First Side Moves
  • Second Side Moves
  • Pole Weapon charge attacks in order of their adjDX
  • Other actions in order of their adjDX
  • Second Arrows
  • End of Turn effects

* Choice of action is limited only by how far the figure moved.
* Figures can react to being attacked by switching to Dodge/Defend if they have not acted yet.
* Figures who declared Defend or Dodge but didn't get attacked, can switch to attack at any time.
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Old 10-08-2018, 09:28 PM   #3
platimus
 
Join Date: Dec 2017
Location: behind you
Default Re: Stream-lined Combat Options

I am delighted you at least find it interesting and not abhorrent! :)
Quote:
Originally Posted by Skarg View Post
Interesting idea having the second half of movement be an action. I've never tried that.
I think you've got the idea but that phrasing gives me a teeny-tiny bit of doubt. I see it as "more movement is an action".

Quote:
It is sort of similar to how we actually played TFT after the first few sessions, in the sense that declaring options during movement may help to learn the system, but once you know the system, I think it's mainly a distraction, a source of confusion, and a waste of time, except in a very few exceptional situations UNLESS someone made the option list details into something that reduces option choices during the action phase.

It's also how pretty much all the published examples of play are done: People move, then people act.

i.e. our actual sequence of play, without simplifying anything:
  • Roll initiative & determine who moves first.
  • First Side Moves
  • Second Side Moves
  • Pole Weapon charge attacks in order of their adjDX
  • Other actions in order of their adjDX
  • Second Arrows
  • End of Turn effects

* Choice of action is limited only by how far the figure moved.
* Figures can react to being attacked by switching to Dodge/Defend if they have not acted yet.
* Figures who declared Defend or Dodge but didn't get attacked, can switch to attack at any time.
Yes, it is intended to still be handled pretty much the same. Engaged/Disengaged really only determines how far you can move. Actions are independent of how far you moved. The only real difference in how it will play out (I think) is that I'm allowing figures that want to Ready Items, Shoot, Cast, or Disbelieve to move more than 1 or 2 hexes if they are disengaged. I do like that it removes the need to 'declare' during movement or anytime before you are actually ready to act. Dodge and Defend would be the only exceptions to that.

You can 'declare' Dodge or Defend at any time during the Action Phase as long as you haven't acted yet. You could declare one of them the first time you are attacked or you could wait until the second time you are attacked. Or you might wait until your turn to act (thinking you were going to attack) but realize the guy after you is going to attack you and declare dodge or defend then. I think I'll even let you see the attack roll before you decide to dodge or defend (but not the damage roll). So if someone with DX12 rolled a 10 to hit you, you could declare "Defend!" before they roll for damage and they would roll one more die and add it to the previous roll (provided you have not yet acted, of course).

Last edited by platimus; 10-08-2018 at 09:58 PM.
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Old 10-08-2018, 09:51 PM   #4
platimus
 
Join Date: Dec 2017
Location: behind you
Default Re: Stream-lined Combat Options

Polearm chargers and defenders would be another exception that would still need to declare by the end of movement. But I'm scheming how to eliminate that as well...

Polearm chargers make their attacks in the normal rank-and-file of adjDX, getting an extra die of damage if they moved 3 or more hexes in straight line to target.

However, when a polearm wielder is attacked he may make his attack first (out of turn) if he hasn't already acted. Then his attacker makes his attack (if he's still alive and hasn't changed his mind by defending or changing targets).

I'm sure I haven't expressed this clearly so feel free to ask for clarification. It will help me see how to express it clearly...or it will help me see that it's a really bad idea! :)

Last edited by platimus; 10-08-2018 at 10:03 PM.
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Old 10-08-2018, 11:01 PM   #5
Skarg
 
Join Date: May 2015
Default Re: Stream-lined Combat Options

I guess I'm not entirely clear what differences you intend and why you think they're important.

It seems like you think you need to drop the movement limits per option (for casting, ranged attacks, etc) in order to not have to declare options, but I'm not sure why ... because it seems significantly simpler? We didn't have any trouble keeping those limits in mind and just found there was almost never a need to declare an option.

Polearm charges going first always made sense to me due to weapon reach in a closing situation, so I don't know why you'd only give it to defending polearms. It's just an option for all polearms in closing situations to go first - again I'm not sure why you'd want to remove it.

(I may be a bad person to assess changes for simplicity though, since I internalized the whole game decades ago and never really lost the ability to run it in my sleep.)
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Old 10-09-2018, 09:43 AM   #6
platimus
 
Join Date: Dec 2017
Location: behind you
Default Re: Stream-lined Combat Options

Quote:
Originally Posted by Skarg View Post
I guess I'm not entirely clear what differences you intend and why you think they're important.

It seems like you think you need to drop the movement limits per option (for casting, ranged attacks, etc) in order to not have to declare options, but I'm not sure why ... because it seems significantly simpler? We didn't have any trouble keeping those limits in mind and just found there was almost never a need to declare an option.
Getting rid of declare is only part of it. When the movement phase comes, you don't have to think about what you are going to do in the Action Phase as movement puts no restriction on your actions. Much simpler to me. You can ready items and cast spells while engaged so why not let them move up to half MA and do those things? Same goes for shooting/throwing ("last shot"), so you can move up to half MA and shoot (but "last shot" is gone; can't shoot while engaged). It is simpler and easier for me. I don't have to remember how far somebody moved during movement to determine if they can take the action they intend to take. When their time to move or act comes, they can take whatever movement or action they want with only two exceptions: can't move more than 1 hex if engaged. Can't shoot/throw if engaged.

Quote:
Polearm charges going first always made sense to me due to weapon reach in a closing situation, so I don't know why you'd only give it to defending polearms. It's just an option for all polearms in closing situations to go first - again I'm not sure why you'd want to remove it.
Polearm users still get to attack before they are attacked. I'm just not creating a mini-action phase devoted to polearm users.

Here's a scenario:

A (DX10;spear) charges (moves from disengaged to engaged) B (DX12;sword). End movement. According to adjDX, B goes first in Action Phase. B declares he's gonna attack A. A is using a polearm so he gets to attack B before B makes his attack.

Polearm users attack in order of adjDX unless they are attacked first. Whenever a polearm user is attack, they have the opportunity to attack out-of-turn. When their adjDX-order turn to act arrives, they can't do anything because they've already acted. It works kinda like Dodge and Defend. You may be last in the adjDX order but when you are first attacked, you can declare "Defend!" before the attack is made. I will probably handle shooters/throwers the same way to make-up for the loss of "last shot".

Another scenario:
A (DX12;spear) charges B (DX10;spear). End movement. A declares he still intends to charge-attack B. B gets to attack first because he is using a polearm and being attacked.

And another:
A (DX10;spear) charges B (DX12;sword). C (DX11;spear) is adjacent to B and A once A's movement ends. Going by adjDX, B acts first and declares he wants to attack A. A has polearm so he gets to attack B first. Then B performs his attack on A. C declares to attack A. A has already acted this round, so all he can do is stand there and take it.

Last edited by platimus; 10-09-2018 at 10:19 AM.
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