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#15 | |
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Join Date: Aug 2004
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Regarding facing affecting turn order (page 107):
Quote:
However, for Missile/Thrown weapons: while distance doesn't affect turn order, what about other adjustments for those attackers? Target Cover? Blur spell? [Tangent] That's one of the (few) things that bugs me about TFT. For an older "simpler" game, turn order is one of the fiddlier things with it. Everyone has to declare what they're doing to figure their adjDx before anyone does *anything*, even though things may change after just the first action (a foe is killed or goes prone, an Aid spell is cast), and everyone has to double check to see if their adjDex was affected. And when their turn to act does come up, they're probably going to calc their adjDex again, just to be sure. I can tell you, that was a *huge* stumbling block for my players after nearly 20 years of simpler, cyclical initiative order in That Other Fantasy Game. So, I've started to go with the approach outlined here, which simplifies turn order significantly: https://tft.brainiac.com/pmwiki/pmwi....DXadjustments Basically, only those things that physically alter your DX (Armor, Wounds, spells like Aid or Clumsiness) are taken into consideration for turn order. Facing, visibility, etc, don't factor in. That eliminates the need to declare actions beforehand, and as GM, I can just ask "Okay, what are you going to do?" when a player's turn comes up (though it will often be obvious based on positioning.) adjDX for attacks only have to be figured once, at the moment of the actual attack, which is nice. Last edited by Oneiros; 05-02-2019 at 04:50 PM. |
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