10-27-2020, 12:38 AM | #31 | |||
Join Date: May 2018
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Re: Chris Rice's suggestion for to-hit rolls
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The numbers are actually only off when the attacker's DX is even and the defender's DX is odd, so to restore the precision: attacker gets +1 if their DX is even and the defender's is odd. It's fiddly but only players with even adjDX need to worry about it. The only thing players need to worry about now is recomputing their MODs when adjDX changes. Even/odd comparison and recomputing MOD is still less work than subtract & divide for each hit so I think it's a win. Also, since the lack of precision only occurs 25% of the time, you could potentially ignore it or make it an optional rule. By the way, I think it makes sense for players to write both MOD and ATK (MOD + 10) on their sheets. Here's a table for comparison: Code:
| Adx | Ddx | ATK | Dmod | ADJ | ceil((Adx-Ddx)/2)+10 | ATK-Dmod+ADJ | |-----+-----+-----+------+-----+----------------------+--------------| | 12 | 8 | 11 | -1 | 0 | 12 | 12 | | 12 | 9 | 11 | 0 | 1 | 12 | 12 | | 11 | 8 | 11 | -1 | 0 | 12 | 12 | | 12 | 10 | 11 | 0 | 0 | 11 | 11 | | 12 | 11 | 11 | 1 | 1 | 11 | 11 | | 11 | 9 | 11 | 0 | 0 | 11 | 11 | | 11 | 10 | 11 | 0 | 0 | 11 | 11 | | 10 | 8 | 10 | -1 | 0 | 11 | 11 | | 10 | 9 | 10 | 0 | 1 | 11 | 11 | | 9 | 8 | 10 | -1 | 0 | 11 | 11 | | 12 | 12 | 11 | 1 | 0 | 10 | 10 | | 11 | 11 | 11 | 1 | 0 | 10 | 10 | | 11 | 12 | 11 | 1 | 0 | 10 | 10 | | 10 | 10 | 10 | 0 | 0 | 10 | 10 | | 10 | 11 | 10 | 1 | 1 | 10 | 10 | | 9 | 9 | 10 | 0 | 0 | 10 | 10 | | 9 | 10 | 10 | 0 | 0 | 10 | 10 | | 8 | 8 | 9 | -1 | 0 | 10 | 10 | | 8 | 9 | 9 | 0 | 1 | 10 | 10 | | 10 | 12 | 10 | 1 | 0 | 9 | 9 | | 9 | 11 | 10 | 1 | 0 | 9 | 9 | | 9 | 12 | 10 | 1 | 0 | 9 | 9 | | 8 | 10 | 9 | 0 | 0 | 9 | 9 | | 8 | 11 | 9 | 1 | 1 | 9 | 9 | | 8 | 12 | 9 | 1 | 0 | 8 | 8 | Quote:
Last edited by zot; 10-27-2020 at 01:23 AM. Reason: clarificaitons |
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10-27-2020, 11:43 AM | #32 | ||
Join Date: May 2015
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Re: Chris Rice's suggestion for to-hit rolls
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With a recorded MOD that is half DX -10 (and not using that optional rule where you have to think about whether each DX is odd or even), it means that half the adjDX values seem rather inefficient because you get a -1 to be hit with every other DX increase. |
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10-27-2020, 12:19 PM | #33 | ||
Join Date: May 2018
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Re: Chris Rice's suggestion for to-hit rolls
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Right -- calling it "division" makes it sound much worse than it really is. Still, the subtraction plus halving seems to me like it'd bog things down. I've been working on my own system for years and years -- it's not much like TFT at all but I do use TFT as a benchmark for combat speed. Not too many systems are faster in my experience. Quote:
--- Situational advantages like attacking from behind, stunning, weapon expertise, etc. seem like they should affect the target number rather than get halved. The Clumsiness spell also seems like it should affect the target number -- I think it's been tested and balanced for 1 ST to shift the roll by 2. I'm not sure whether armor should affect DX before halving or affect the target number. I'm hoping to play test this during this week or next, btw (fingers crossed). |
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10-27-2020, 04:03 PM | #34 | |||
Join Date: May 2015
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Re: Chris Rice's suggestion for to-hit rolls
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So I realize a rule that I can run easily may totally stop other players from using it. Still, I like to develop rules that work the way I want to, and later consider what might be an easy rule for others (unless/until one comes to mind). Quote:
With Chris' compare-later system: DX 10 attacks DX 10 at 10, and vice versa, of course. DX 11 attacks DX 10 at 11, and DX 10 attacks DX 11 at 10. DX 12 attacks DX 10 at 11, and DX 10 attacks DX 12 at 9. DX 13 attacks DX 10 at 12, and DX 10 attacks DX 13 at 9. Notice that each increase in DX results in either a +1 to hit or a -1 to opponent's attack. That more or less retains the same sort of balance for DX that the original game has. With pre-calculated DEF = (DX - 10) / 2 (round up): DX 10 attacks DX 10 at 10, and vice versa, of course. DX 11 attacks DX 10 at 11, and DX 10 attacks DX 11 at 9. DX 12 attacks DX 10 at 12, and DX 10 attacks DX 11 at 9. DX 13 attacks DX 10 at 13, and DX 10 attacks DX 13 at 8. Notice that each increase in DX gives you a +1 to hit, but every SECOND increase in DX ALSO gives you a -1 to be hit. So not only is the difference in DX 50% greater than in Chris' system, it's also uneven: increasing adjDX to an odd number is twice as impactful as increasing adjDX to an even number. And so in choosing armor or shield, you'd want to consider that it's better to reduce your adjDX to an odd number than to an even number. |
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10-27-2020, 05:57 PM | #35 |
Join Date: Dec 2017
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Re: Chris Rice's suggestion for to-hit rolls
I am not eager to re-engineer the attack roll in TFT because almost anything you do will twist the balance of values of ST, DX and IQ scores, and as it stands that balance is pretty close to perfect. 'Balance with diversity' is pretty hard to engineer in a game, and once you tilt the balance the diversity tends to go out the window as well (because everyone understands there is a preferred 'build' to be had).
Nevertheless... If I did go down this road, I would not do it by introducing a DX modifier you have to calculate all the time. Rather, I would simply use the contested roll mechanics that are already in the book (i.e., an attack is a contest of DX). If you enforced this across the board for all attacks you would increase the value of DX so much that you'd probably never see another PC again with DX below 14. But you just might be able to pull it off if you had a limited menu of options: 1. All out attack: you roll 2d instead of 3d for your attack, but don't get to contest any attack rolled vs. you. 2. Normal: you roll 3d for your attack and to contest other people's attacks. 3. Defend (a revision of the existing Defend rules): you don't get to attack, but you roll 2d vs. DX when you are contesting other people's attacks against you. I haven't gamed it out, but I suspect there would still be some sort of role for a strong brute under these sorts of rules. |
10-27-2020, 10:00 PM | #36 | |
Join Date: Jun 2019
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Re: Chris Rice's suggestion for to-hit rolls
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10-28-2020, 12:26 AM | #37 | |
Join Date: May 2018
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Re: Chris Rice's suggestion for to-hit rolls
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Also, I think you forgot the +1 even/odd adjustment for 10 attacks 11 and 10 attacks 13. Since this only affects 25% of attacks, I'm still not sure whether it's worth tracking. So I think my numbers actually end up the same as the ones you listed for Chris'. Whatever system requires the least amount of consideration is good for me. As GM, I'll help the players if they need it but in general I want them to do the dice rolls on their own. Last edited by zot; 10-28-2020 at 02:46 AM. Reason: typeo |
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10-28-2020, 12:50 AM | #38 | |
Join Date: May 2018
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Re: Chris Rice's suggestion for to-hit rolls
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I don't like the subtractions for "margin of success" but maybe it's really not such a big deal -- I haven't actually played it out. Maybe I just have a mental block about it because in roll-high systems you just compare the numbers and that seems so much less of a hassle to me. You do get WAY chunkier critical behavior on 2 dice though, <= 5 on 3 dice is about 4.5% but <= 3 on 2 dice is 8.3% and 2 on 2 dice is about 2.75%. Maybe if you get a 2 or 3 on 2 dice you make a second roll to "confirm the crit". 2-3 triple, 4-5 double, 6-7 automatic seems like it roughly corresponds to the percentages. |
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10-28-2020, 07:44 AM | #39 |
Join Date: May 2018
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Re: Chris Rice's suggestion for to-hit rolls
So my friend suggested rounding up for the attack number and down for the defense number. This had the effect of changing the adjustment: when both the attacker and defender's DX is odd, the attacker gets a -1 to their attack number.
I like this better because you don't have to remember whether it's the attacker or defender that needs to be even for the adjustment to apply. |
10-28-2020, 02:12 PM | #40 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Chris Rice's suggestion for to-hit rolls
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