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#28 | |
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Join Date: Jun 2019
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Quote:
My suggestions have all been about making the causes of unconscious easier to come by without reducing the chance of death. I've stuck to death starts at ST 0 for all normal wounds. What I am in favor of is a few softer forms of damage (hit with a light club, smacked with a broken chair, a punch in the nose, a knee to the groin) counting more like "fatigue", and only the hits tallied for "fatigue" being excluded from counting directly towards death. Indirectly of course these "fatigue" or "non-lethal" hits still count. An unconscious figure is the easiest figure to kill in TFT. As the rules stand, it's almost impossible to knock out an opponent without killing them even when you might not want to. My advocacy if only for more choice in the matter. If you do still want them dead, finishing them off while unconscious is technically easy. Knocked out is a lot like being knocked down -- mortality goes way up in this game, not down, when figures are off their feet. If an assassin's blow reduces a target's ST from 10 to 0, the target is dead, period, and that doesn't change. My idea is that if the target had 6 hits of fatigue first, if should still take 10 hits to kill then, not 4. The target will still be down and helpless after only 4 hits, and then it's up to the assassin to do something about that.
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"I'm not arguing. I'm just explaining why I'm right." |
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