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#1 |
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Join Date: Dec 2017
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Originally, I have always played like adjusted dexterity was just for armor when it comes to defining initiative for who attacks first. Now, reading more I see that there is a lot with the adjusted DX going for everything from if your target has blur or if you're attacking from the side or rear. It seems weird to me, because none of these things have anything to do with the attacking character's speed.
Thinking about it, would it be correct to say that this is because adjusted DX has more to do with finding an opening to attack, rather than the character speed? with this mean that you have to declare your targets if you're facing more than one enemy that would give you a different adjusted dexterity? |
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#2 | |||
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Join Date: May 2015
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The RAW are pretty clear than everything but range is intended to affect when people act. However, some people think that thrown weapons get bonuses for facing (despite side and rear being undefined beyond range 1), which I would say is not the intention, but that adds to the confusion and the possible times some characters might be able to act. It seems a bit weird to me too. I've usually decided I want only some types of adjustments to affect speed, especially not the ones about the specific target. The driving reason for me, is that I can run TFT very quickly, and I like to be able to run combat with larger numbers of figures without it bogging down... and if each figure's time to act is different depending on whom they attack, then it _multiplies_ how complex it is to determine who acts next (at least in some situations). Quote:
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Typically, what I do or see done is, the GM (sometimes with players helping) either figures out who acts next (which may require a player reminding the GM that their character has an opportunity for a DX bonus to get right), and/or the GM starts calling out adjDX numbers, and players can say if they have a figure who's acting at that adjDX (or correcting if they have a figure who can actually act sooner). The countdown method works well and shifts responsibility to players to notice and capitalize on an opportunity to act as soon as they can, e.g.: GM: Anyone acting at DX 13? Player: Actually, I have DX 14 with my weapon, not my base DX, so I can act before 13. But I like it best when the GM can accurately track who gets to act next, because I also like it when people don't really know each other's DX or other stats accurately, as that feels less gamey to me. ... which brings me back to why I like to limit what actually affects speed... because if there are 10-20+ figures on the map, I can handle DX order pretty well, but if each of them has several different points they can act based on who's doing what kind of attack on whom, then that gets a lot harder for me to track. |
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#3 |
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Join Date: May 2019
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Skarg, do you often have NPC groups with the same adjDX in order to keep things fast? Like a horde of goblins all at adjDX12, or guards all with adjDX10?
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#4 |
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Join Date: Aug 2004
Location: Pacheco, California
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One thing you can see me doing in the videos is sorting the stacks of character cards for all sides by adjDX. Then it's a matter of choosing an option for the topmost card then putting that face down for next turn's stack.
I suppose I could make DX adjustment clips. Like say took five hits last turn, DX-2 for next action then remove the clip and sort back in at normal DX.
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-HJC |
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#5 | |
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Join Date: May 2015
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One thing I do that can make things faster is to use a control sheet (or list) that lists the figures in adjDX order. Or if you're using character cards, sort them in adjDX order. |
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#6 |
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Join Date: Jun 2019
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For determining speed and order of action, I prefer to only count the DX adjustments for what a character is wearing (armor) carrying (encumbrance) or feeling (stunned, dazzled, roped, etc).
All other DX adjustments for facing, range, type of target, etc. only come into play on the roll to hit. I let these external things affect accuracy, but not speed. Strictly speaking that defies the RAW, but sure makes the game faster and easier to run. It also makes more sense in a number of situations.
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"I'm not arguing. I'm just explaining why I'm right." |
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#7 | |
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Join Date: May 2015
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I've been trying it more RAW lately. Some players seem to like the effects. But I think I still tend to prefer the way you described. Either way, there are some details to figure out. |
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