05-06-2019, 06:00 AM | #1 |
Join Date: Mar 2018
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Roll to miss variants
There was a brief discussion about "roll to miss" being broken. It's easier to seriously damage hard-to-hit enemies by rolling to miss rather than to hit them. RAW are clear this is not the intention, but it is nevertheless the effect.
http://forums.sjgames.com/showthread.php?t=163430 A few variants to get around the problem. 1. Disallow rolling to miss enemies. That's how it was handled in the original version of Melee (at least the 5th edition). But rolling to miss enemies can be cinematic, fun, and memorable, so I don't like this approach. |
05-06-2019, 06:01 AM | #2 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Roll to miss variants
My vote is to toss out all of roll to miss and replace it with just this:
A figure may voluntarily (openly or secretly) reduce its adjDX by any amount for the purposes of making any roll. For example a "roll to miss" is simply a "roll to hit" at adjDX zero. Therefore a roll of three on three dice is triple damage, four is double damage, five is a hit, 18 is a break weapon, 17 is a drop weapon, and any other roll is a miss. Note that you are slightly more likely to hit friends who are dodging.
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05-06-2019, 06:04 AM | #3 | |
Join Date: Mar 2018
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Re: Roll to miss variants
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05-06-2019, 06:08 AM | #4 |
Join Date: Mar 2018
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Re: Roll to miss variants
How about this "roll to miss" variant
For each intervening figure along the flight path, add 1 die to the to-hit roll. That is, you don't roll to miss intervening figures, but your shot to hit your final target is getting harder and harder with more people/obstacles in the way. Then one could say, on a critical failure, you hit a random friend along the path. If there are no friends on the path, just enemies, then the attack has failed and you break/drop your weapon as usual for the critical failure. |
05-06-2019, 06:11 AM | #5 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Roll to miss variants
I.e. apply ITL 114: "In a situation where it matters (i.e., the “body” was still alive), the archer must make a second roll – rolling his adjDX to try to miss – if and only if he misses his original target."
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05-06-2019, 10:36 AM | #6 | |
Join Date: May 2015
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Re: Roll to miss variants
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Some time when I have more time to focus on this, I'll re-look at it and suggest something. I'm used to using a roll-to-miss system that is a house rule of the GURPS system, and so I'm slightly stunned that it looks like (?) the TFT system doesn't (?) have a penalty for each intervening figure? (* Isn't there a rule, at least in original TFT, that there is a -4 for every intervening figure, or is that just in GURPS?) Basically, it seems to me it should not ever be more dangerous to roll to miss than to try to intentionally hit someone, and that each intervening figure should make hitting each target less likely, regardless of whether any of the figures are friends or foes. |
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05-07-2019, 07:53 PM | #7 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Roll to miss variants
The problem is roll to hit. Allowing full DX against each member of a swarm ensures that one will be hit. These are can't miss arrows, unless they drop or break.
Instead for each shot declare one target to be attacked at full DX and everything before or after that target (friend or foe) is attacked at adjDX zero.
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05-08-2019, 04:07 AM | #8 |
Join Date: Mar 2018
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Re: Roll to miss variants
No such rule, at least as far back as 1981 Melee 5th edition. There you roll to miss allies (14+ = failure), and cannot rule to miss enemies.
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05-08-2019, 07:10 AM | #9 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Roll to miss variants
I think I've covered all the abuses here with a massive rules simplification.
https://www.hcobb.com/tft/house_rule...#thrownweapons
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05-08-2019, 09:45 AM | #10 | |
Join Date: Mar 2018
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Re: Roll to miss variants
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