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Old 05-13-2018, 12:12 AM   #24
Kirk
 
Join Date: Feb 2018
Default Re: Movement Rule Tweak

Quote:
Originally Posted by Jim Kane View Post
KIRK Do you not find the option to move 1/2 MA or less, engage and DEFEND against the Pole Weapon, a satisfactory tactic to nullify the Charge Bonus and close with the enemy?



What do you mean by: "small, negative ST"?

Would you define, please.

Thanks.

JK
Let's see, for the move half and defend, I don't think we ever saw that as an option or in the list of available options for characters, so you can't approach a spearman that way. If you start unengaged, then you must choose from those options, then execute the movement portion of that option, then go according to DX, changing your option is possible then, but pole weapon getcha first. Charging someone then pulling full stop and defending is a tough move, so not being able to do that makes sense to us, and it's how the rules read. If players interpret being able to alter your option before your turn to act comes, that is slightly different, but still allows a deadly 4 d6 vs. DX, many times giving a 15 vs. 4 dice possibility, more than half a chance.

If you charge him, he is at +2 and the rules say he goes first, regardless of your DX. Sux to be you, even against a ST 11 spear that will do *average* total damage of 11 hits, and max damage of 16! That's assuming 1+2 damage, which I think was two-handed, wasn't it? If not, then 1+1 doubled, then, almost as big, and even against a beginning character with DX 13 becoming 15, he is probably going to hit you, possibly knock you down, and maybe kill you outright.

I like adding the ability to go according to DX if you decide to attack the point of the weapon to pass it. All of my martial training had me working to pass the point, to get inside his range.

No damage to its owner, and a small chance of damaging the spear, but allowing someone to possible close with the spearman without getting hit, assuming he has a higher DX, which often is still not true.

We usually play, for the PCs primarily, though if it was warranted for special NPCs, that if at 0 ST or below, one can make a Mortality saving roll of 3 d6 vs.
basic ST + current strength. So for example, ST 10 character falls down a ladder and takes 12 hits, leaving him at -2 ST.

His mates rush down to see how he fared, he makes a 3 d6 roll vs. 8. If he fails, he is dead, dead, dead beyond recovery. If not, with proper care, he can possibly eventually heal over time. You can see that more than 4 or 5 negative points becomes most probably dead, most of the time, but does reward a stalwart individual a better chance of surviving mortal type wounds.

If in the ladder example, it may be that the party is now faced with a difficult choice, getting their friend back to civilization to hopefully survive and abandoning their mission , or leaving him to bleed out and die anyway.

Last edited by Kirk; 05-13-2018 at 12:31 AM. Reason: clarification
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