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Old 01-18-2018, 12:58 AM   #17
David L Pulver
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Default Re: TFT Defense

Quote:
Originally Posted by tbeard1999 View Post
The problem with all of these systems is that they make the combat turns last longer.

What if we made two simple changes to TFT instead:

1. Resolve combat in initiative order, not DX order. This eliminates a key advantage of high DX - going first. (Or assess damage simultaneously at the end of the turn. I don’t like that as much).

2. Make rolls of 13-16 automatic misses (17 and 18 treated like they are now). This gives a 74% maximum success chance of success. High DX figures can distinguish themselves by trying aimed shots.

The result is that combat becomes a lot less predictable. There’s now a solid
The 13-16 automatic miss is certainly interesting, and could be viable. The initiative order rather than DX order seems like it goes to far, however, making it a crap shoot if heavy armor isn't also worn. Also removes a lot of the feel of a samurai type battle where speed of first strike is a big thing.

On my own, I'd just prefer something so if ST 12, DX 16+ fighter encounters three punks with ST 12, DX 12 fighters and no one has significant armor, the higher DX fighter should still have a chance rather than very little chance.

I'm curious if anyone has tried the game mechanic of "you can attempt a defense roll, but doing so aborts your next turn, forces you back 1 hex, and your foe can advance 1 hex." It produces a weird but interesting dynamic...
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