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Old 08-28-2018, 02:54 AM   #1
David Bofinger
 
Join Date: Jan 2018
Location: Sydney, Australia
Default Multiple Attack Actions

People have talked about this sort of thing but I didn't see any threads about it in the house rules subforum. I'm talking about characters who can attack multiple times at least under good conditions, so that a strong fighter can mow down minions fast in a cinematic way. Maybe not all TFT campaigns would want that effect, but I think a lot would, probably most.

These rules delete the I.b defend action, and provide additional options within the attack actions I.a and II.a. (See AM3.)
  • The figure attacking may make an additional attack with a secondary weapon. Examples of secondary weapons include a left-handed weapon, shield, punch, kick, trip, pommel strike, etc. (Some of these will need rules.) All attacks made by the character roll one extra die to hit: so e.g. 4/DX instead of 3/DX. (A secondary attack isn't all that useful so I would like this to be an extra 1-1 but that's not very TFT.) This modification can only be taken once.
  • The figure attacking may make one extra attack with a primary weapon and one with a secondary weapon. All attacks roll two extra dice. This modification can be taken multiple times.
  • A figure may defend while attacking: attacks against the figure are made more difficult by one die, while all attacks by the figure are made more difficult by two dice.

All second attacks occur after all first attacks, all third attacks occur after all second attacks, etc. Each figure must alternate primary and secondary attacks.

Example: A character attacks with his sword, bashes with his shield, then attacks again with his sword, all while defending. Each attack is 3 + 2 + 2 = 7/DX.

I've included secondary attacks because I like the idea of getting extra attacks in from a secondary weapon. If you've got a big shield, it seems a shame if you don't get to bash someone with it occasionally.

I'm not clear how this should interact with weapons like main-gauche and talents like Two Weapons.

What I really want is for powerful figures to be mowing machines against weak opponents but go back to normal rates of swing against each other. To do that I would need to add other talents that provide defensive advantages, thus making multiple swings against the target inconvenient.

There's still some thought needed, but I think something along these lines would work well.
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