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#1 | ||||||||||
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Join Date: May 2015
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Note that you've also already created a change to the effect of the ITL EP rule, which you said you wanted to change as little as possible. Now if a character with only basic weapon talents fights another, they get more EP than ITL would give, and the character with more basic weapon talents is worth more, even though it doesn't particularally increase how well they'll perform. i.e.: Chuck ST 13 Halberd 2d DX 11 IQ 8 Pole Weapons (2) Your Combat EP Value: 26 is going to be valued 6 points (23%) less EP-worthy than: Vince ST 13 Halberd 2d DX 11 IQ 8 Pole Weapons (2) Ax/Mace (2) Sword (2) Shiled (1) Knife (1) Your Combat EP Value: 32 Main problem: These characters will usually perform the same, but one's valued more, and/or you have more work to do to adjust for all the talents that don't get used. Another problem: EP inflation for beginning-point characters. Quote:
I much prefer a starting point where only talents which add something to a character's ability get counted on top of points from attributes. The goal should be to measure actual Threat Value, and not points that do nothing. I submit that counting basic weapon talents as 0, and the effect of using weapons without them by their -4 effect on adjDX, you get a quite accurate effect. It also balances with monsters that have no listed talents, but attack with their DX. Yes. To me, the "feel, form, flow, flavor, [and] function of what makes TFT, TFT" to me, is that stuff makes sense and works well. That's why I want to change the ITL EP formula in the first place. This suggestion adds stuff that doesn't make sense and doesn't have reasons for being the way it is, actually making the problem worse by giving more EP, and for things that mostly won't have any effect, and in a way that doesn't balance with monsters who have/need no talents. Thrown Weapons gives +2 adj DX for thrown weapons (so worth a little less than +2 DX for all purposes) but also the fast-draw ability (which is worth at least 1 point), so it's good at about +2. Including basic weapon talents just introduces error and increases EP rewards for nothing. |
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#2 | ||||||||||||
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Banned
Join Date: Mar 2018
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Right SKARG, I got you. I just wanted to reiterate to you where I was coming from philosophically; as so many of these rules-discussion degenerate into one guy trying to jam his "argument" and "system" down the other guys throat while being wholly dismissive of his "victim's" point of view. If you have noted, I do not "engage" in these "+2DX, -2DX type-arguments"; as I seek to find a collective agreement on conceptual things mostly. I think the conceptually-based TFT rules, when reached, are the best TFT rules - and I am enjoying going through this with you. Thanks.
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It's not a final value, just a pre-calculation only - we have to wait for that. It is only the first factor, one of many such factors we may add and consider, as we build. We may add many, many more such factors - depending on the level of complexity we feel is desirable, and in the end, we may very well cut that BIG final factored total in half, or by a third, or fourth, to scale it properly. So, I am NOT saying that those sample fighters with combat talents - once actually armed and armored, etc - are worth those specific totals; what I am asking is: Can we agree that the values of 24, 25, and 31 are correct if we only add the prescribed talent cost to the base, AS A START to developing the method towards finding a final value? And, that this is a reasonable thing - and MAY NOT be the ONLY thing - to account for, in finding that final value? You know SKARG, it's interesting, there has been a lot of talk of LEGO's on the board lately, and all we have here so far is 2 LEGO pieces joined together for consideration at this stage of building toward a potential new Combat EP Award Rule; but it's not THE RULE - yet. Again, "Too far, Too fast". Before we can properly account for what value a specific combat talent adds in function during play, can we agree that we should FIRST account for the value a combat talent adds by merely existing within a figure in the first place? Quote:
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So, if I am understanding you POV, you think ACTUAL is the way to go, and I think POTENTIAL is the way to go. Your thoughts on this at this point, please. Quote:
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Yes, but to be discussed later in the dialog. Too many irons presented to the fire already. We need to come back to this; agreed? Quote:
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Regarding the second part of your statement about "Monsters who attack with their DX and have no listed Combat Talents." THIS is a VERY interesting difference, and opens up a whole aspect to consider - and one I think will be quite exciting and fascinating to run-down when trying to balance for a game system which uses both methods (i.e. figures which attack with just DX, and figures which attack with DX+Talents), but let's get our basic figures down first, yes? Quote:
POV, at play. We really need to come to an agreement on this sticking-point and alleviate it. In considering my POTENTIAL perspective, I am thinking that an empty gun can still threaten as well as a loaded one; and that, a fighter who is skilled in the Kicking, Punching, Trapping, and Grappling Ranges of Combat, is still a larger POTENTIAL threat, even if the fight never bridges into Trapping and Grappling ranges, or if they are going at it with rakes and shovels. But I will be anxious to learn where we end up on this point. Okay, your turn ;-) JK Last edited by Jim Kane; 05-16-2018 at 11:00 AM. Reason: Typo - Moonster is a Monster from the Moon? |
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