06-23-2018, 11:11 AM | #11 |
Join Date: May 2018
|
Re: Chris Rice's suggestion for to-hit rolls
Kirk, you didn't mention that Dark City Games' TFT-like systems use opposed rolls like Pendragon but let the players choose how many dice to roll.
Did you guys come up with that mechanic? It's a brilliant solution to removing fiddly math from the rolls! |
06-23-2018, 12:33 PM | #12 |
Join Date: Nov 2010
Location: Arizona
|
Re: Chris Rice's suggestion for to-hit rolls
Actually, Skarg, I think that's a brilliant idea. I don't think it will be adopted for TFT, because TFT would have to be extensively re-written to accommodate it, but it's still absolutely brilliant. And while it requires some math up front, I suspect that after using it for a few fights, it would become very much easier -- sort of like how we all memorized the various DX adjustments in the original game...
|
06-23-2018, 04:26 PM | #13 | ||||||
Join Date: May 2015
|
Re: Chris Rice's suggestion for to-hit rolls
Quote:
I like to work on finding something that makes sense and plays well before worrying too much about how to make it easy to use and explain... I'm holding out hope that it might be possible to convert it to an easily-learned & used form, but I'm not going to worry about that for now. Quote:
Quote:
Quote:
Quote:
Quote:
I do too... though it also seems like essentially the same system but without the parts I'm enjoying about this new idea. I imagine I will soon find some major snag, but I haven't yet, so that's always a fun place to be until "the other shoe drops"... ;-) |
||||||
06-23-2018, 06:01 PM | #14 | |
Join Date: Feb 2018
|
Re: Chris Rice's suggestion for to-hit rolls
Quote:
There was a lot of quiet solo work done in our spare time in making adventures available and marketable, and review of the work through the mail and interwebs. I give George lots of credit for carrying the torch of working to provide programmed modules to fill the gap for the ever lost (at the time) TFT system, as we both have equivalent passion for TFT. DCG was originally George's idea, and he had final say, and final production occurred in NYC in those early days. |
|
06-23-2018, 10:50 PM | #15 |
Join Date: Jul 2005
Location: Geelong, Australia
|
Re: Chris Rice's suggestion for to-hit rolls
I think this too much of a change from TFT.
I acknowledge the problem but I think this would hamper speedy play. |
06-24-2018, 03:39 AM | #16 | |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
|
Re: Chris Rice's suggestion for to-hit rolls
Quote:
We already do Math in TFT by adding together die results and applying modifiers. The Math here is no more onerous, and the differences will usually be within 6 points. After you've played with the method a few times you won't even thinks about the Math. |
|
06-24-2018, 03:50 AM | #17 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
|
Re: Chris Rice's suggestion for to-hit rolls
I'd like to thank Skarg for giving some serious attention to the method. I've used it for quite some time and have never noticed any problems with it, but then I'm only playing with a small group of players who're not really rules focussed, so I may be unaware of some obvious flaw.
One thing that's been mentioned is that this method is "not TFT", I'm not sure why anyone would think this. TFT requires a single roll against DX to achieve a hit in combat (for example). This method does exactly the same, but also takes into account the opponents DX using a very simple mathematical model. It's still a single roll against DX. I don't think it would be necessary for Melee (which I see as a basic introduction to TFT; though it is a game in its own right. But I've found it very useful for the expanded game, especially as an RPG and helps considerably once characters have higher attributes. I've also used it for Spells. The Wizard in my games compares his IQ to the spell Level IQ. This gives him a modifier to his casting DX. I like this as it seems obvious to me that lower level spells should be easier to cast. Thanks again Skarg. |
06-24-2018, 06:01 AM | #18 | |
Join Date: Apr 2014
Location: Coquitlam B.C.
|
Re: Chris Rice's suggestion for to-hit rolls
Quote:
I try not to post unless I think I am adding something useful to the thread, so I don't make a lot of, "I agree", type posts. However, I would like to say I do agree with you. Sure this is a TFT variant. We have suggested LOTS of variants, in the forum. And this fixes a key problem in old TFT, so even if someone does not want to use it, I think it is worthy of serious consideration. Warm regards, Rick. |
|
06-24-2018, 08:21 AM | #19 |
Join Date: Mar 2018
|
Re: Chris Rice's suggestion for to-hit rolls
I tried a simple simulation comparing unarmoured 32pt fighters in round robin using the original TFT and this modified rule. The effect of the change, as expected, was to favour DX over ST, but the effects seem fairly small unless you are at extreme values.
https://imgur.com/C3WxP8K To read the table, rows show how the named fighter's win percentage changes against the fighter in the columns, with the adoption of the proposed rule. For example, the chance a ST15 DX09 fighter defeats a ST09 DX15 drops 25% when we use the "opposed" system compared to regular TFT. Values on either side of the diagonal should be the same but vary a little due to being simulated separately. I like the fear that a ST15 DX09 battleaxe user provokes in the usual rules. So I can't see myself changing. But as I say, what surprised me was the relatively small effect of the proposed changes. Assuming I've done the sims right! |
06-24-2018, 12:48 PM | #20 |
Join Date: Nov 2010
Location: Arizona
|
Re: Chris Rice's suggestion for to-hit rolls
Now that's an intriguing idea! I'm going to have to play around with this some!
|
Tags |
idea, tft |
Thread Tools | |
Display Modes | |
|
|