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#1 |
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Join Date: May 2013
Location: Tyler, Texas
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As I noted some time ago, it’s somewhat reminiscent of the resistance chart in Runequest. A truly scalable game needs a combat mechanic like that. However, as others point out, it’s very different than the standard TFT mechanic. It also doesn’t necessarily model the results in the current TFT combat system very faithfully...which is kinda it’s point. The math is off putting, though I suspect players and GMs get used to it fairly quickly. Also, it may solve a problem that’s no longer so serious with the 8 point limitation on attributes.
There are also other ways to approach the problem: 1. A defense mechanic. Mine was passive (i.e., it subtracted from an attacker’s DX); others use an active parry roll. 2. A defense mechanic in which a figure reduces its DX by a certain amount and a similar reduction is applied to his opponent’s DX. 3. Have a series of advanced weapon talents that require high DX but make you harder to hit. My version was to have Expert and Master weapon talents. Expert required an adjDX of 13 but opponents had to roll 4d to hit you. Master required an adjDX of 17 but opponents had to roll 5d to hit you. 4. Simplify Chris’ approach. If your adjDX is the same as your opponent’s, you hit on a 10 or less. If your adjDX is 1-3 more than your opponent, you hit on an 11-. If your adjDX is 4+ more than your opponent, you hit on a 12-. If your adjDX is 1-3 less than your opponent, you hit on a 9-. If your adjDX is 4+ less than your opponent’s, you hit on an 8-. Or in chart form: Difference: Hit # 4+..........12 (74%) 1-3........11 (63%) 0...........10 (50%) -1 to -3....9 (37%) -4 or less..8 (26%) (Numbers are representative only.) 5. Turn combat into a test of skills. Each engaged figure makes a 3/adjDX roll. He hits one enemy figure that he equals or beats.* Each enemy figure that equals or beats him hits him. Example 1: Bob (adjDX 14) is fighting Cyril (adjDX 15). Each rolls to hit. Bob rolls an 8, making his roll by 6. Cyril rolls a 10, making his roll by 5. Bob hits and Cyril misses. Example 2: For instance, Bob (adjDX 12) is fighting 3 Orcs (adjDX 10). He rolls a 7, so he makes his DX roll by 5. Orc A makes his roll by 3, Orc B makes his roll by 6 and Orc C misses his roll. Bob hits either Orc A or Orc C. Orc B hits Bob. *For cinematic campaigns, allow a figure engaged with multiple opponents to hit ALL of the enemies whose attack roll he beats. In example 2 above, Bob would hit Orc A and Orc C. I personally liked option 2 the most. Last edited by tbeard1999; 06-23-2018 at 07:25 AM. |
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#3 |
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Join Date: Dec 2017
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This particular implementation is fiddly but the concept is strong. The best game system for this issue is Pendragon, where the highest roll that is under the target number wins, but if you make your roll yet 'lose' the contest you gain a mitigating benefit (significant protection from your shield). It is simple, fast, has minimal die rolling, surprisingly dramatic (because combatants roll off simultaneously, and usually something happens). It is really good. It would also fit well with the 'granularity' of TFT. It never occurred to me before that I wished TFT had an attack roll mechanic like Pendragon, but I suspect it would be great!
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#4 |
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Join Date: Feb 2018
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As Jim has mentioned in his reference, probably all of us have considered the problem of a lack of involvement of the target with the attacker in TFT, but to change it destroys TFT and its unique flow of play, chess-like...
Table lookups are to be avoided, as well, most other games I have diminish in value quickly if too many table lookups are required regularly in the course of a game. It also has the problems mentioned prior of attacks against non-active targets or with missile or thrown weapons and so forth. Ultimately, we have found in play that this doesn't affect us wholeheartedly because no one really wants to "waste" DX. That is, having a DX of 18 has diminishing returns (except perhaps with optional aimed shots, etc.) and no one wants to be a pin cushion for other attacks, either. So usually someone that has worked hard to achieve DX 18 will begin to reduce it to 15 or 14, somewhere in that range on the bell curve, by using *armor*! :) So a contest between high DX figures "balances" out, because instead of having 95% chances of hitting each other and killing outright, *armor* takes over as the mitigator, reducing the "auto" hits to survivable levels, much like two 50% hitters with no armor. This auto-leveling feature (the Player's ability to keep his DX in a functionally interesting range with armor) works great for us, and effectively manages the "my DX gives me almost 100% of hitting someone" because players naturally gravitate to affording themselves protection with ever increasing amounts of armor. Does this *solve* the problem? No, but it pushes back the over the cliff numbers, usually to a total for a character of around 50. ST-15 DX-21 (16) IQ-14 /5 hits is a workable character that can be played without breaking the system, but runs an upper limit to an "auto" success character in most of his attributes. |
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#5 |
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Join Date: May 2018
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Kirk, you didn't mention that Dark City Games' TFT-like systems use opposed rolls like Pendragon but let the players choose how many dice to roll.
Did you guys come up with that mechanic? It's a brilliant solution to removing fiddly math from the rolls! |
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#6 | |
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Join Date: Feb 2018
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There was a lot of quiet solo work done in our spare time in making adventures available and marketable, and review of the work through the mail and interwebs. I give George lots of credit for carrying the torch of working to provide programmed modules to fill the gap for the ever lost (at the time) TFT system, as we both have equivalent passion for TFT. DCG was originally George's idea, and he had final say, and final production occurred in NYC in those early days. |
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#7 |
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Join Date: Jul 2005
Location: Geelong, Australia
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I think this too much of a change from TFT.
I acknowledge the problem but I think this would hamper speedy play. |
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#8 | ||||||
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Join Date: May 2015
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I like to work on finding something that makes sense and plays well before worrying too much about how to make it easy to use and explain... I'm holding out hope that it might be possible to convert it to an easily-learned & used form, but I'm not going to worry about that for now. Quote:
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I do too... though it also seems like essentially the same system but without the parts I'm enjoying about this new idea. I imagine I will soon find some major snag, but I haven't yet, so that's always a fun place to be until "the other shoe drops"... ;-) |
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| Tags |
| idea, tft |
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