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#37 | |
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Join Date: Aug 2004
Location: In the UFO
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Quote:
- Any defense rules will slow down a fight somewhat. - Defense rules that impose a penalty to your adjDX based on the other fellow's talent/adjDX will additionally change/slow the game because you must always ask the GM (or player) about the other fighter's statistics. Still, it is doable. - Defense rules that provide a "stop hits" option change the feel of the game by making it seem more artificial. A rule that gives fencing parries with rapiers or whatever a 1-2 point deflection is, I guess, workable, but the cost is that two DX 15 fighters hitting all the time but doing 1d-2 damage just doesn't feel like a fencing match. So, to some extent, why bother in the first place? I guess it's a patch, but it does feel like a patch. And I'd still like to be able to do swordfights you see in fantasy fiction, where two folks with actual broadsword caught with no armor can actually go at each other. - Increasing defense to 4d or 5d under some circumstances (other than a take your turn to defend) really feels wrong to me, due to the huge bump and change from 3d rolls, and need for special new rules for criticals, fumbles, etc.. I hate the advanced unarmed combat talents that do that. - Objections aside, my own experience has been that a defense rule works best in play, provided it isn't a straight 3d against adjDX. Ty's objection regarding it slowing down the game is quite reasonable, since the goal is to increase character survival. The objection regarding parrying a giant's club with a dagger (or whatever) can also be met by calling it a "Defense roll" and not specifying whether it is a parry or a dodge. Yeah, that adds an extra roll to everything and increases the whiff factor, but I favor it in an RPG. (I use [adj DX/2] + 3). If characters buy up their DX enough to make it useful, they will usually be stuck with light weapons like rapiers as t hey'll have low ST. If they've bought up both DX and ST thanks to experience, well, they're Conan - he jumps around and parries and dodges in a whirlwind of steel, but he's a 42+ point character... Another interesting defense roll option is: * You may choose a defense roll after the enemy has hit but before damage is rolled, unless it was a critical hit. Roll against adj DX. (or possibly DX-2) * Success means you were not hit, but your your foe automatically forces you to retreat one hex away from him. If you are standing you can opt to fall prone instead of retreating. * Moreover, your defense roll is fatiguing just like casting a spell: it costs 1 ST, or costs 2 ST if your attacker's ST is 10 or more greater than your own! Another option for defense rolls is to allow a defense roll vs. adj DX that blocks an attack, but doing so forfeits your action on your next turn and forces a 1 hex retreat. I only recommend this if combined with a rule that if you roll half or less your adj DX on the attack the defender cannot defend. The forfeit turn, one hex retreat rule is not something I recommend for TFT in general, as it dramatically slows down combat and is hard to track in multi-fighter melee but if trying to simulate a Princess Bride-style duel it is kind of fun and would be amusing in a TFT game with muskets, dueling pistols, and fencing weapons. If you are treating _Any_ increase in defense will slow down a fight. * Granting a defensive penalty for high DX (and/or talent) is something I've also played with. I do find that it can often provide too much of a benefit to one side. * Stopping extra hits * I pretty much hate the idea of difficult increases to 4d or 5d as a standard (rather than a "no attack") defense as they seem to ruin the entire feel of TFT combat for me. (I really dislike the Unarmed Combat talents t hat grant this sort of thing as well. Someone watched Kung Fu too much...)
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