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Old 12-23-2019, 01:29 PM   #1
Skarg
 
Join Date: May 2015
Default Re: 2-Hex Jab Attack: Option?

Quote:
Originally Posted by Nils_Lindeberg View Post
In reality, this is what happens in a turn.

- Initiative roll.
- During move you decide if you want to move and how much. The more you move the less options you will have later.

Dodge and Defend can break DX order. If you use the optional rule of delayed action, that can also break order. It is adjusted DX (without ranged mods) that counts, which is a pain. The easiest way is to go by adjDX after armor, shield and damage penalties (those modifiers that are constant no matter what action you will chose).

- In DX order, you exceute one action that is allowed, usually limited by how far you moved. You do the action, then the next guy.
^ YES


Quote:
Originally Posted by Nils_Lindeberg View Post
There is a difference between a charge attack with a pole arm or against it. One requires 3 hex straight movement, the other that the enemy start disengaged and end up engaged with you (even after you stand still and turn). This is just a qualifyer for first strike, +2 DX and pole arm extra damage. The "Charge" and attack option has nothing to do with that, since it applies to all weapons. It could just as easily have been called "move and attack" or "possibly move and attack".
^ YES


Quote:
Originally Posted by Nils_Lindeberg View Post
There are basically only four different kinds of moves.
- Full move, nothing else can be done.
- Half move, everything but missile attacks, spellcasting can be done.
- 1 step move, which allows missile and spell attacks. And can be done when
engaged if you keep being engaged by all oponents.
- Stand up, you can't do anything else. (OR crawl 2 hexes)

No matter the move you get to rotate for free.

After your move, you can choose your action freely, limited by the move you actually did. IF you stood still or only moved 1 step you can do anything. If you moved more than half move, you pretty much do nothing. Easy. New players don't need to know much more than that.
YES.
Except you left one out: there is also an option for figures that moved TWO hexes or less, to sling ready weapons and ready other weapons.


Quote:
Originally Posted by FireHorse View Post
But… a Charge Attack involves a Charge (hence the name), and you end up adjacent to the target, right? This is not the case with a jab.
A "charge attack" is moving from non-adjacent to adjacent, as defined in the pole weapon rules, and qualifies pole weapons to the +1 die damage defensive attacks.

"Charge Attack" is the confusing name of option (b), which is a hold-over from original Melee, before there were jabs or other distinctions about it. As mentioned by others above, option (b) would be more accurately named "attack with zero up to 1/2 MA movement", to avoid confusion with the above concept (which DOES confuse some people - there are pages and pages of discussion about it).


Quote:
Originally Posted by FireHorse View Post
... I'm creating my own custom player aid, because that ugly (disorganized, incomplete, and occasionally redundant) text list is not friendly, inviting, or even especially helpful to new players.
Sure, so call it Jab Attack, available to figures moving 0 to 1/2 their MA (regardless of their engagement status), can be defended against even by unengaged figures.
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Old 12-23-2019, 03:54 PM   #2
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Default Re: 2-Hex Jab Attack: Option?

Quote:
Originally Posted by Nils_Lindeberg View Post
… The "Charge" and attack option has nothing to do with that, since it applies to all weapons. It could just as easily have been called "move and attack" or "possibly move and attack".
Yes, it could have been. And it would have been better to avoid inviting confusion.

Quote:
Originally Posted by Nils_Lindeberg View Post
There are basically only four different kinds of moves.
(snipped simple, easy to understand summary)
… Easy. …
Ayup. One wonders why the Rules As Written are not presented so simply.

Quote:
Originally Posted by Skarg View Post
A "charge attack" is moving from non-adjacent to adjacent, as defined in the pole weapon rules, and qualifies pole weapons to the +1 die damage defensive attacks.
But not the 2-hex Jab, right?
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Old 12-23-2019, 04:14 PM   #3
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Default Re: 2-Hex Jab Attack: Option?

Why shouldn't a Cavalry Lance impact at two hexes in front of the horse's head? Given P as the pony's head on the diagram on page ITL 132, shouldn't the lance only be able to hit hexes X, Y and Z?
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Old 12-23-2019, 04:25 PM   #4
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Default Re: 2-Hex Jab Attack: Option?

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Originally Posted by hcobb View Post
Why shouldn't a Cavalry Lance impact at two hexes in front of the horse's head? Given P as the pony's head on the diagram on page ITL 132, shouldn't the lance only be able to hit hexes X, Y and Z?
I think this ought to depend on exactly how you're defining the word "lance". I've seen some things called lances that aren't much more than longish spears, but I've seen other lances that are just as long as pikes.

For a really long lance (and using the same illustration you referenced), I'd say you can hit everything except Y and Z.
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Old 12-23-2019, 05:12 PM   #5
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Default Re: 2-Hex Jab Attack: Option?

Quote:
Originally Posted by FireHorse View Post
Quote:
Originally Posted by Skarg View Post
A "charge attack" is moving from non-adjacent to adjacent, as defined in the pole weapon rules, and qualifies pole weapons to the +1 die damage defensive attacks.
But not the 2-hex Jab, right?
Right, 2-hex jabs have nothing to do with charge attacks, unless by "charge attack" someone is talking about the name for option (b), which does allow 2-hex jabs.


Quote:
Originally Posted by hcobb View Post
Why shouldn't a Cavalry Lance impact at two hexes in front of the horse's head? Given P as the pony's head on the diagram on page ITL 132, shouldn't the lance only be able to hit hexes X, Y and Z?
Because a cavalry lance in TFT is taken to be shorter than a pike, and equivalent in effective length to a normal polearm, and so the RAW is they're equivalent and you need to use adjDX to determine if it goes before a normal polearm or not.

However one might prefer to do some research and/or develop other house rules. GURPS actually takes the length of each lance into account - you can buy a longer lance though it's harder to hit with.

Last edited by Skarg; 12-23-2019 at 05:16 PM.
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Old 12-23-2019, 06:46 PM   #6
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Default Re: 2-Hex Jab Attack: Option?

A four and a half yard long lance (as given on ITL 109) is going to be held with the butt end no further back than the rear end of the horse. So will impact at least five and a half feet in front of the head of the horse. Anybody in the hex directly in front of the horse is already past the head of the lance.
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Old 12-23-2019, 07:09 PM   #7
Nils_Lindeberg
 
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Default Re: 2-Hex Jab Attack: Option?

Quote:
Originally Posted by Skarg View Post

Except you left one out: there is also an option for figures that moved TWO hexes or less, to sling ready weapons and ready other weapons.
LOL, no matter how many times I look at these rules I always find something strange and new. I can't remember we have ever run it like that. We always just used to do a half move and Ready a Weapon. Cool.

On second thought, I don't really like the rule though. Why should I only be able to move 2 hexes, why not a half move or a 1 step? Why 2?!? Not exactly logical. We don't have an MA payment system for actions. So no matter my MA, I can still only move 2 and only for this particular action. I always assumed that the crawl 2 hexes were for the purpose of getting away from someone's engagement zone if you started your movement underfoot. But I see no special reason for the Ready a Weapon 2 hex move limit.

Good catch Skarg!
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Old 12-23-2019, 07:23 PM   #8
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Default Re: 2-Hex Jab Attack: Option?

Gargoyle flying along at MA 16 makes 16 attempts to pick up a weapon, one per hex in each of 16 hexes by ITL 104. Given DX 11 he'll grab an average of 10 weapons. Assuming these are Halberds the ST 13 gargoyle then falls out of the air, right?
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Old 12-23-2019, 10:58 PM   #9
Skarg
 
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Default Re: 2-Hex Jab Attack: Option?

Quote:
Originally Posted by hcobb View Post
A four and a half yard long lance (as given on ITL 109) is going to be held with the butt end no further back than the rear end of the horse. So will impact at least five and a half feet in front of the head of the horse. Anybody in the hex directly in front of the horse is already past the head of the lance.
That is a great reality point and I agree does deserve a good house rule that would be consistent with the described length of the weapon.


Quote:
Originally Posted by Nils_Lindeberg View Post
On second thought, I don't really like the rule though. Why should I only be able to move 2 hexes, why not a half move or a 1 step? Why 2?!? Not exactly logical. We don't have an MA payment system for actions. So no matter my MA, I can still only move 2 and only for this particular action. I always assumed that the crawl 2 hexes were for the purpose of getting away from someone's engagement zone if you started your movement underfoot. But I see no special reason for the Ready a Weapon 2 hex move limit.!
My guess is that it was Steve's feeling that it felt right to him that someone slinging and readying weapons could move faster than 1 hex, but would be slower than people doing the things that allow 1/2 MA. That seems to make intuitive sense to me for a generic rule that could include someone putting away one or even two weapons and drawing one or two weapons in one turn - I think they'd be slower than people moving into combat with ready weapons. If only one weapon were being drawn from a convenient place, though, maybe half-MA would feel more appropriate.


Quote:
Originally Posted by hcobb View Post
Gargoyle flying along at MA 16 makes 16 attempts to pick up a weapon, one per hex in each of 16 hexes by ITL 104. Given DX 11 he'll grab an average of 10 weapons. Assuming these are Halberds the ST 13 gargoyle then falls out of the air, right?
This seems to me utterly off topic in this thread, and also wrong.

I don't think fliers would be wise to try to pick up things from the ground while flying.

Seems like an invitation to the GM to ask for a 3- or 4-die DX roll or crash into the dirt.

Gargoyles can't even make one punch attack while flying without it being at DX -4, so if picking up something while flying by were even allowed, I'd think it'd be at DX -4 at best.

The rule also talks about the attempt being "on the run" and "while running", not while flying.

The rule also mentions "a" weapon, not a weapon for every hex of movement. I think this is a one-item-per-turn (if you make your DX roll) option.

There's also a limit on the number of weapons that can be held at once. Even if the GM did allow picking up items while flying over them, and even if you had a dragon with enough ST to hold an octopus is each of it's four claws, I'd expect them to only be able to hold at most 12 one-handed weapons.

And, not on-topic in a thread about 2-hex jabs.
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