08-20-2018, 10:51 AM | #11 |
Join Date: Dec 2017
Location: London Uk, but originally from Scotland
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Re: Shifting Rule and Pivoting
I've introduced Melee to a couple of new players recently, one of whom had never played anything much more than monopoly. It took a little while for them to get the way the initiative, movement, positioning and combat options worked. However, as soon as they "got it" they loved it, and I have to say a lot of that had to do with the fact that you could do "gamey" things like get on someone's flank for a bonus and they couldn't just cancel that by turning to face you immediately.
I've played a number of more modern tactical skirmish games, including best sellers like Heroscape and Song of Blades and Heroes. They all have their artificial/gamey quirks, but that, in many ways, is what makes them as games. I'd rather we leave the tactical side of the game alone for now, and see how a new generation of gamers take to it. It's a tough old game that can take criticism I'm sure. |
08-20-2018, 10:53 AM | #12 | ||
Join Date: May 2013
Location: Tyler, Texas
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Re: Shifting Rule and Pivoting
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My game design theory, which guided the development of A Fistful of TOWs is that *every* rule creates "friction" each turn. This is increased whenever the rule is actually used. This creates a zero sum game situation, since players have a finite limit on how much friction they can tolerate before enjoyment suffers. Every refinement of the FFT basic system was ruthlessly subjected to a cost-benefit test. Ideally, it could not slow the game down (which meant you had to simplify or eliminate something else). At the very least, the benefit had to outweigh the cost. The problem, of course, is that this is highly subjective. So, it's a question of how much detail you want and whether the rule is worth the friction cost. I was shooting for the simplest solution that addressed the issue (as I saw it). It is a relatively uncommon occurrence, since it's a problem only if the enemy moves 1/2 movement or less (usually 6- hexes). But it does occasionally crop up. So I think it needs a fix, but a very simple one. Last edited by tbeard1999; 08-20-2018 at 01:07 PM. |
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08-20-2018, 04:33 PM | #13 | ||
Banned
Join Date: Mar 2018
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Re: Shifting Rule and Pivoting
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I feel alteration of this rule would significantly lower the overall psychological tension-level of a combat; especially when it comes to making that critical decision of opting to engage an enemy, or not, knowing you may find yourself with a couple of tigers by the tail - which you can't just pivot-away from. The RAW engagement rules properly reflect the danger of being: "Locked into Combat", so very well. Altering those rules will lessen that effect as a unintended by-product. Additionally, allowing your proposed Pivot move would lessen the importance and gravity of winning the initiative in battle; and consequently, the value of the Strategist and Tactics Talents - in terms of their advantage to those figure who possess those talents - would also be reduced. Quote:
Please consider those elements as you gauge the desirability of what you propose. JK Last edited by Jim Kane; 08-20-2018 at 08:08 PM. Reason: Clarity |
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08-20-2018, 04:43 PM | #14 | |||
Join Date: May 2013
Location: Tyler, Texas
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Re: Shifting Rule and Pivoting
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08-20-2018, 05:20 PM | #15 | |
Join Date: Jan 2018
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Re: Shifting Rule and Pivoting
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one hex shift is always possible, if you stay adjacent, and even if the figure moves off the enemy's front hexes See the discussion on the thread "the CA Heresy" http://forums.sjgames.com/showthread.php?t=159289 where I discovered that shift can break the engagement (so ultimately my group used a house rule prohibiting the shift off the enemy front hexes ) Last edited by ecz; 08-20-2018 at 05:28 PM. |
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08-20-2018, 08:00 PM | #16 | |
Banned
Join Date: Mar 2018
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Re: Shifting Rule and Pivoting
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JK Last edited by Jim Kane; 08-20-2018 at 08:01 PM. Reason: Typo |
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08-20-2018, 08:30 PM | #17 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Shifting Rule and Pivoting
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AM, pg. 4 Interestingly, a figure engaged by two or more figures cannot shift because he will break engagement with at least one of them. This would seem to make the rule rather pointless. I generally interpret rules so that they aren’t pointless, hence my lobbying for a change to the rule. At the very least, it could be stated with more precision: “A figure engaged by one opponent can shift one hex but must stay adjacent to the engaging figure. A figure engaged by 2+ opponents cannot move.” EDIT - turns out I’m not correct. A figure can shift if he’s engaged by exactly two enemies who are separated by one hex. Last edited by tbeard1999; 08-20-2018 at 08:52 PM. |
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08-20-2018, 08:33 PM | #18 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Shifting Rule and Pivoting
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And as I noted, if that’s a little too fluid for your tastes, you can allow one enemy figure to occupy the hex that the figure vacated. In my own experience, we infrequently sparred with 2 on 1 and it’s possible to maneuver so that two opponents get in each other’s way. So I don’t have a “realism” problem with the rule. |
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08-20-2018, 11:07 PM | #19 | |
Banned
Join Date: Mar 2018
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Re: Shifting Rule and Pivoting
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To retain the level of risk of retribution for disengaging, the only thing I could say is, if you are not going to consider a figure who is engaged by 2 figures at the same time, and must remain engaged to both enemies even if he can shift, unless he chooses to actively "disengage" as outlined in the RAW - and if you instead propose to allow a figure to shift-away and disengage from the one, while remaining engaged to the other. then *in that case*, I would deem the enemy whom your figure disengaged from, gets a free attack on your figure, and while having to remain engaged to the other enemy - if for no other reason than to maintain the threat of reprisal of becoming engaged in the first place, and maintaining the physical risk and psychological tension of joining in a battle. Again, however you play it, I would not discount what that psychological element of being locked into a dangerous situation brings to the game, even over enhanced mechanics - but, that's my tastes. You may find the loss of that dynamic not as significant to you. JK Last edited by Jim Kane; 08-20-2018 at 11:12 PM. Reason: Typo |
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08-21-2018, 02:27 PM | #20 | |
Join Date: May 2013
Location: Tyler, Texas
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Re: Shifting Rule and Pivoting
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The hit and damage systems are workmanlike, but hardly unusual by 1980. The "roll to hit, roll for damage, armor absorbs damage" model was implemented by T&T and Runequest, as well as most RPGs that didn't directly imitate D&D. By 1980, that was a lot of games. *If* I am correct, then anything that makes the game more fluid is probably a good thing. Unless it enables ahistorical tactics, of course. Locking figures into combat can create the exact problem that Steve tried to solve with Melee - "you just rolled dice and died" is a paraphrase. So, I want movement in my battles. I don't want the movement system to enable ahistorical tactics, nor do I want it to consume too much time. The change I'm lobbying for does neither. And of course, you can always ignore the rule if you don't like it. But if the rule is a decent idea, I think that a game designer with decades of experience is likely to come up with (or accurately evaluate) a better solution than the typical ad hoc solutions individual gamers would. I do wish you'd give it a try. |
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