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#2 |
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Join Date: May 2015
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What this points to, to my sensibilities, is:
1) Engagement should not be a tractor beam. People should be able to ignore engagement but suffer an attack, if they choose. House rules required to get it right without enabling annoying tactics. 2) Starting characters should not be allowed to be Experts or Masters or high-level Unarmed Combat talent users. Probably not Missile Weapons experts, either. Maybe not even start with Toughness. Those talents should be things that actually require a lot of experience or advanced training to learn, and so characters should need to either acquire those through serious significant experience/training during play, or only be available to starting characters who are supposed to already be extremely experienced. 3) The new Expert/Master talents might need some more playtesting, balancing, and/or player/GM understanding about what they represent and what it takes/means to acquire it (q.v. point 1 above). If you want to test some competent counter-tactics as you play Death Test, however, try: * use cover terrain and the javelineers to deny LOF to the crossbows if/when possible, and/or dodge. * having the people facing the javelineers attempt HTH (they may have higher than MA 8, so can do it from the front). * use one or two figures to engage the javelineers, but have the others hold back and dodge enough to avoid engagement, then move past to engage the prone crossbowmen. The basic tactic is sound, though, and Death Test is beatable fairly reliably with good tactics. |
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