Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip > The Fantasy Trip: House Rules

Reply
 
Thread Tools Display Modes
Old 03-27-2019, 01:49 PM   #11
Skarg
 
Join Date: May 2015
Default Re: Defense and Dx

Average DPT is not a reliable measure of combat effectiveness because of the other complexities of combat.

For example, because of the effects of injury rules (-2 DX for 5+ injury in one turn, -3 DX at ST 3 or less, falling down on 8+ injury per turn, unconsciousness and death), even people fighting only unarmored foes have difficult-to-meaure-but-very-significant advantages if they do more damage per hit.

And against foes with armor of any kind, you need to re-do all the math.

It also gets much more complicated when you consider all the various options from Talents, fighter designs with greater than 32 points, various equipment, not to mention magic...

Add in multiple opponents and various tactics, and DPT is just a theoretical statistic that it would be a mistake to pay too much attention to.


Oh, and just going from years and years of play experience, regular low-ST weapons do not need to be nerfed for balance reasons.

Last edited by Skarg; 03-27-2019 at 01:53 PM.
Skarg is offline   Reply With Quote
Old 03-28-2019, 04:13 PM   #12
JLV
 
JLV's Avatar
 
Join Date: Nov 2010
Location: Arizona
Default Re: Defense and Dx

Again, speaking personally, I have always felt that high DX is its own reward, so to speak, and the high DX person already has an advantage in that he gets to strike first and thus may kill his opponent before he can even strike back. All in all, I tend not to tinker too much with the details of combat (the old charge attack rules being one exception, which may be fixed now in the new rules), because it's such a finely balanced system and seems to work pretty well as is.

Having said that, if you go ahead with that plan, I'd like to hear how it works out compared to the regular rules. I think most of us have tended to do it the opposite, meaning that any tinkering over DX was done to give the high DX character an advantage in defense, as opposed to an advantage in attack, so this approach is sort of novel in my experience and should be interesting to hear about.
JLV is offline   Reply With Quote
Old 03-28-2019, 05:06 PM   #13
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Defense and Dx

The basic thing to consider here is: your proposal makes DX better, relative to ST. This will have the effect of encouraging people to increase their relative investment in DX as compared to ST.

If you think that's a good outcome, sure, make your change. I would, however, argue that it isn't good, sample characters I've seen do not seem unduly biased towards high ST (if anything, the opposite). If you don't want to change the balance, you have to either give DX a new penalty, or give ST a new benefit (and the latter solution means you also need to look at IQ balance).
__________________
My GURPS site and Blog.
Anthony is offline   Reply With Quote
Old 03-28-2019, 06:35 PM   #14
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Defense and Dx

IQ is the defensive stat ITL.
__________________
-HJC
hcobb is offline   Reply With Quote
Old 03-29-2019, 09:12 AM   #15
larsdangly
 
Join Date: Dec 2017
Default Re: Defense and Dx

Quote:
Originally Posted by hcobb View Post
IQ is the defensive stat ITL.
Correct! TFT is just one 'click' more abstract than games that have complex parry/dodge rules. It is pretty granular, but doesn't try to model the outcomes of each cut/thrust. If you want to make yourself harder to kill, you have to invest in one or more of the talents that buy you better protection and/or make you harder to hit. The new edition provides a lot of this: Toughness, UC, weapon expertise/mastery, fencing, shield expertise. You can cook up characters who are really difficult to murder, without any magic at all.
larsdangly is offline   Reply With Quote
Old 03-30-2019, 11:57 AM   #16
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Defense and Dx

Just take expertise in javelin and shield. If your foe has less than adjDX 14 then he might as well be adjDX zero.
__________________
-HJC
hcobb is offline   Reply With Quote
Old 03-30-2019, 01:48 PM   #17
Skarg
 
Join Date: May 2015
Default Re: Defense and Dx

IQ combined with the new defensive abilities in talents is much more of a defensive ability in Legacy edition than it was in original TFT.
Skarg is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 10:01 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.