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#11 | |
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Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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To answer your other points: 1. If it matters whether you are cut by an axe down to 4 ST or down to 4 ST due to fatigue, why don't the rules differentiate or give a penalty. As the rules stand, an Orc can chop away at you with an axe all the way down to 4 ST and it will have no effect on you at all, as long as the wounds are less than 5 points each. It won't affect your ability to heft a weapon, score a hit with it, jump the chasm, etc. So what sort of wound is that? It's only relevant when it comes to healing? That's illogical. 2. These are all temporary effects, which you recover completely from after a turn. 3. No. The meaningful effects you mention would now happen when your ST gets to 3 or below. (See my answer to point 1). If I've been "massively butchered" by having my St reduced to 4 but am suffering no penalty then I've not really been "massively butchered" have I? 4. I'm not sure what you mean by that. Once again I'm following the logic, but the logic of "effects of wounds" v "time and means of healing" don't currently match up. |
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#12 | ||||
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Join Date: May 2015
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It's a wound in a game with less focus on detail than GURPS, which penalizes you -1 for each point of damage. Personally I like adding optional and house rules for even more injury effects to GURPS. But this is about TFT, trying to keep things light but still based on things making sense if possible. It's also a game where if you take take 4 damage, and then take another 2 damage in the same turn, you will be at -2DX, but not if you use a 2-fatigue spell after taking 4 damage. Same for the falling threshold. It's also a game where if you take 1 point of damage-not-fatigue, and don't inflict any damage-not-fatigue that turn, your opponent can force you to retreat or possible roll vs. DX or fall down or into a pit. It's also a game where after combat you can rest off fatigue but you have to use physicking, healing potions, or 2 days of rest per point to heal actual injury. It's a game where damage is based on the size / type of weapons, armor worn, etc., literally being hit or missed, etc., which logically causes injuries, not just being tired. Quote:
To me what you said on 2 & 3 sound like arguments for longer-lasting effects of injury, which I'd enjoy. But they don't make sense to me as meaning you're massively fatigued but not injured by say, being shot by a couple of arrows spread over two turns and dropped to ST 4 without a DX penalty. How could anyone get that exhausted that way? Quote:
Imagine a TFT fight with weapons that don't do a lot of damage per hit. If only the last few points were actual injury, then that means the whittling down of the first batch of points is always abstract "fatigue", meaning it's pretty much impossible to hurt anyone until you have worn them down, which is just not how risk or fatigue work at all. Especially for something like a ranged attack. "I shoot the ogre in the back with my heavy crossbow" - ok, you did a bunch of dam... er, fatigue to it. Etc etc. |
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#13 |
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Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Skarg, you make some excellent points. Thanks for your considered response.
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