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#1 |
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Join Date: Aug 2004
Location: Pacheco, California
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Delete disengaged/engaged entirely from the game.
When each figure's time to move starts their player declares crawl, stand up, stand still, step, dodge, half move or full move. At the start of each figure's move and after every hex they move any figure that hasn't taken their action yet may elect to roll 2/Per against the moving figure. This Perception roll is based off of IQ, with adjustments for alertness, visual effects, etc. Note that visual perception usually only applies to forward hexes. It has the same range adjustments as missile weapons and is at +1 for each hex bigger than one the target figure is. If they roll a critical failure(12 on 2 dice) the observer loses all further action and movement for the turn. If they make their roll they may immediately attack the moving figure with a held missile spell, ready missile weapon, thrown weapon, polearm jab, their bare hands, anything that will reach to the target's current hex and doesn't have a movement requirement to attack that the observer has violated this turn. If the observer has not already moved then on a successful Per roll they can also take a movement option of Stand Still and turn to face the moving figure. Usually this would require a hearing perception roll if the moving figure wasn't already in front of them, but visual perception can be used (at one more die) against adjacent side hexes. If the moving figure is hit and takes damage then they need to roll 2/adjST to keep moving. If they fail this roll they stop and take no action this turn. If they roll more than twice their adjusted ST they fall down. On a critical failure they pass out also. Otherwise they get to keep moving. A figure may choose to drop to the ground as they enter any hex or at the start of their movement. If the moving figure moves into a hex with another figure the non-moving figure may roll against DX to evade the moving figure. If they make this roll then the moving figure moves one more hex past the evader then stops and takes no action this turn, even if this uses up more movement than the moving figure's MA. This evasion roll is 4/DX if the moving figure used Step, 3/DX if the moving figure used Half Move, and 2/DX if the moving figure used Dodge or Full Move. If the evasion fails then the two drop into HTH combat. Figures already in HTH get no evasion roll. Add one die to the evasion roll if the figure enters from a side hex or two from a rear hex. If the moving figure moves from non-adjacent to adjacent against a hostile figure then the non-moving figure first gets to apply their pole weapon attack (if they make their Per roll) then the moving figure gets to apply their pole weapon charge, then the moving figure gets to apply their shield rush, and then the non-moving figure can apply their Per roll to attack with any other wielded or missile weapon, shield bash, bare handed attack, etc. Dodging is effective against all attacks and if the dodging figure has a shield or weapon to parry with then these absorb hits from suitable attacks that hit anyway. Once a figure uses their action (for say a Per based response attack) they get no further movement that turn. If a figure hasn't already lost or used their action for the turn they may choose one of the following when their turn to act occurs after movement: If they made a full move, dodged or stood up: no action. If they chose half-move then they can choose from the following: Attack with a wielded weapon. Attack at -1 DX per hex they moved a thrown weapon. Pick up from the ground or ready a slung weapon or item. This is a 2/DX roll for a sword or shield, 3/DX for a dagger or other small item, etc. The roll to pick up an item is -1 for every hex they moved, but no adjustment to ready a slung weapon. Note that they may have moved past the item on the ground before they get a DX roll to pick it up. If they chose Step or Stand Still as options then in addition they can choose to cast a spell or disbelieve. A bow or crossbow takes one hit when the figure is hit by a wielded weapon from a forward hex. The rest of the damage goes to the missile weapon user and the broken missile weapon is dropped. Figures that know missile spells can cast and hold one missile spell at a time. Pay the fatigue cost for the casting, but don't roll. Roll for the casting when releasing these for normal attacks, or Per based response to movement attacks. Each time a figure's turn to act occurs they can either step and concentrate to hold the spell or do anything else (with their free hand) and roll a concentration roll of 2/IQ for wizards and 3/IQ for non-wizards. If they merely fail this roll the spell fizzles. A critical failure launches it at a random target. Note that this takes at least two actions, to cast and then to attack. Most wizards perfer to simply cast and attack as a single action, but holding the spell offers tactical flexibility.
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-HJC |
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#2 |
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Join Date: Dec 2017
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I've played around with ignoring the concept of engagement, paired with two other ways of opening up the possibilities in the movement part of the turn: 1) increase the range for quite a few weapons so combatants are reaching each other from further away, and 2) allow people to freely enter each other's hexes and initiate HTH. The end result is a lot more fluid and chaotic movement when there are three or more combatants involved. The difference with respect to normal TFT is sort of like comparing 2d and 3d chess. It is fun, but needs a lot of play testing to figure out whether it is a fun good game or a fun hot mess.
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#3 |
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Join Date: Dec 2017
Location: behind you
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Just limit movement to half MA but each move out of a hex adjacent to another figure requires passing 4/DX. Failure means movement stops. Leave the movement requirements of the various actions.
Last edited by platimus; 10-04-2018 at 10:19 AM. Reason: changed from 3/DX back to 4/DX |
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