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#12 | ||
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Join Date: Jun 2019
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Quote:
Quote:
This affords little tweaks to some other things as well; those with unarmed combat/martial arts skills can choose whether they are making lethal or non-lethal hits, as can some with quarterstaff and other special weapons; drowning and asphyxiation can follow a pattern of non-lethal hits until consciousness is lost, and then further hits are all lethal, which somewhat mimics how drowning actually occurs; improvised weapons can do damage that won't usually lead to death -- my little table of those starts at the bottom with "Pillow (1-5) Non-lethal hits" :) Also healing (at the GM's discretion) may work by converting lethal hits already taken to non-lethal hits; someone saved then doesn't just jump up ready to immediately fight again, which feels a bit too gamey. Yes all those things are more granular, but the upshot is less rules are then required about the "zone of unconsciousness" and death itself. There are always trade-offs.
__________________
"I'm not arguing. I'm just explaining why I'm right." |
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#13 |
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Join Date: Oct 2015
Location: New England
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That's a very simple solution.
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#14 |
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Join Date: May 2018
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Good ideas here. What about morale rules? In the TFT app, opponents will run away when their strength is low (3 or less?)
Combat doesn't have to be to the last person standing and foes who are knocked down may decide not to get up immediately and play dead or when they wake from unconsciousness after the PCs leave, they'll run away rather than waiting in ambush for the PCs on the way back. Are opponents' strength value public knowledge in combat. You can guess strength by the weapons being used, but probably can't tell if the opponent is already grievously wounded or very tired. When opponents are knocked down, do you need a 3/IQ roll to noticed they are dead, unconscious versus just badly injured. Easier to tell for unarmored foes, but for visored up knights, it might not be obvious. |
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#15 | |
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Join Date: Apr 2012
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Negotiation is an option as well. Maybe the side that is ahead in the conflict will offer the losing side the option of safe retreat for the cost of $200 per person to avoid further losses on the winning side. |
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#16 |
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Join Date: Sep 2018
Location: North Texas
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I've always found that TFT cures players of that particular gameplay assumption fairly quickly (expecting to fight their way thru every encounter).
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#17 | ||
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Join Date: Jan 2018
Location: Sydney, Australia
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I think surrender is more often practical than retreat. Obviously it doesn't work with all foes. Quote:
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#18 |
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Join Date: May 2018
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I think the murder hobo trope is pretty prevalent still in most current TFT adventures.
In the recent Quick Quests, all the valuable possessions of NPCs are listed as if it's expected for the players to loot the bodies. |
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#19 | |
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Join Date: Sep 2018
Location: North Texas
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If they run away, that does make taking their stuff a bit trickier, though. ;)
__________________
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#20 |
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Join Date: Feb 2005
Location: Berkeley, CA
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By the time you're engaged in something that can reasonably be called a combat encounter, retreat is often not an available option. Successfully running away from a close combat engagement is not easy (either in reality or TFT).
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