Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip > The Fantasy Trip: House Rules

Reply
 
Thread Tools Display Modes
Old 10-09-2018, 02:22 PM   #11
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Stream-lined Combat Options

Lots of historical types threw weapons on the run, but even horse archers stopped to fire.

I'd add a die to your to-hit, in order to boost the critical failure chance.
__________________
-HJC
hcobb is online now   Reply With Quote
Old 10-09-2018, 02:51 PM   #12
platimus
 
Join Date: Dec 2017
Location: behind you
Default Re: Stream-lined Combat Options

Oh, my archers that move up to half MA stop to fire as well. :)
platimus is offline   Reply With Quote
Old 10-09-2018, 04:36 PM   #13
platimus
 
Join Date: Dec 2017
Location: behind you
Default Re: Stream-lined Combat Options

Quote:
Originally Posted by Skarg View Post
Seems to me that being able to move 1/2 MA and also shoot a bow or crossbow removes the representation of how those weapons need some stability to use properly.

Letting them move 1/2 MA and fire also will create an effective retrograde tactic for them, where missile users with room to retreat can keep moving backwards at 1/2 MA while firing, greatly increasing their ability to slaughter non-missile users trying to close with them. Archers with MA 10 or 12 versus people in armor may be able to empty their quivers moving backwards and firing before armored foes can engage them.
Ok. New note: Shooters/Throwers can only move 1 hex in the next Movement Phase after shooting/throwing.
Movement Phase
+ Figures that acted in the previous turn may move no more than 1 hex.

Last edited by platimus; 10-09-2018 at 04:46 PM.
platimus is offline   Reply With Quote
Old 10-10-2018, 12:55 AM   #14
Skarg
 
Join Date: May 2015
Default Re: Stream-lined Combat Options

Quote:
Originally Posted by platimus View Post
Ok. New note: Shooters/Throwers can only move 1 hex in the next Movement Phase after shooting/throwing.
Movement Phase
+ Figures that acted in the previous turn may move no more than 1 hex.
Clever idea though I am not sure why you prefer the slowing effect after the firing. It seems backwards to me, but you seem to be entertaining a novel interpretation of how the turn sequence corresponds to time in the game world.
Skarg is offline   Reply With Quote
Old 10-10-2018, 08:54 AM   #15
platimus
 
Join Date: Dec 2017
Location: behind you
Default Re: Stream-lined Combat Options

Quote:
Originally Posted by Skarg View Post
Clever idea though I am not sure why you prefer the slowing effect after the firing. It seems backwards to me, but you seem to be entertaining a novel interpretation of how the turn sequence corresponds to time in the game world.
I'm trying to avoid keeping track of how far someone moved during movement. I feel prone to forgetting how far someone moved during movement. I'll definitely remember IF someone moved or IF someone acted. How many hexes they moved is another story.

"Figures that acted during the previous Action Phase may move no more than 1 hex."
You made a good point earlier about an archer being able to retreat, fire, repeat. This stops that from getting out of hand. Most of the time it won't matter because you'll be engaged if you're not a shooter, thrower, or caster. But, yeah, I can see how it would seem a little backward for shooters and casters. Not really for throwers. If I run and throw something at you, I will not immediately be able to take off running again IRL. RAW allow this though.

Also, consider a charge-attack. If you charge-attack someone and it kills them, you will not immediately be able to charge again IRL. RAW allow this though.

As far as casting goes, who knows what that would be like IRL? Since many spells are thrown, I'll reuse the example of throwing something at you :) For non-thrown spells, it seems plausible to have the slow-down after the spell is cast. You did just get the wind knocked out of you sort of (fatigue cost).

All in all, this way of doing things seems more consistent with reality to me than the RAW. I'll admit the shooter situation seems a little backward for that "first shot" but I think it all balances out.

Last edited by platimus; 10-10-2018 at 09:00 AM.
platimus is offline   Reply With Quote
Old 10-10-2018, 09:24 AM   #16
bluekitsune13
 
Join Date: Feb 2018
Default Re: Stream-lined Combat Options

I kind of like the idea of splitting up your movement, half in the movement phase and half in the action phase. I'm still learning the rules, so I'm not sure I'm entirely doing it right. I've found a good strategy where I can run a chaff unit around to the side or back of an enemy fighter. If they moved already, they can't turn to face me. That means I engage them so they can't move and engage another fighter. This is great vs. ranged units or polearm users.

With "running" basically being an action, that would potentially give the other side time to attack or react to the sudden advance. Also it may give the running model options, as they could always choose to run backwards around a corner or something.
bluekitsune13 is offline   Reply With Quote
Old 10-10-2018, 09:35 AM   #17
platimus
 
Join Date: Dec 2017
Location: behind you
Default Re: Stream-lined Combat Options

Quote:
Originally Posted by bluekitsune13 View Post
I kind of like the idea of splitting up your movement, half in the movement phase and half in the action phase. I'm still learning the rules, so I'm not sure I'm entirely doing it right. I've found a good strategy where I can run a chaff unit around to the side or back of an enemy fighter. If they moved already, they can't turn to face me. That means I engage them so they can't move and engage another fighter. This is great vs. ranged units or polearm users.

With "running" basically being an action, that would potentially give the other side time to attack or react to the sudden advance. Also it may give the running model options, as they could always choose to run backwards around a corner or something.
Yes, I like that about this way of doing it. Thank you for pointing that out.

Last edited by platimus; 10-10-2018 at 09:56 AM.
platimus is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:06 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.