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#21 |
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Join Date: Jun 2019
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Exception that proves the point: if your side outnumbers the opponents, it might well be easier to retreat because you have friends to tie up and engage all the opponents. But then under most circumstances one doesn't usually feel the need to retreat when they are on the bigger side.
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"I'm not arguing. I'm just explaining why I'm right." |
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#22 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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#23 |
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Join Date: Jun 2018
Location: Durham, NC
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Regarding lethal vs non-lethal damage: this is true but not for the granularity of TFT. Most RPG systems use points instead of lethal vs non-lethal. Furthermore, this is disabling vs non-disabling. There are many examples from history of combat and accidents of: a person sustaining a lethal injury but continuing/fighting on; or a person sustaining a non-lethal injury that knocks out or disables a limb.
I say someone is dead and unrecoverable once they sustain damage equal to 2x their ST. So, a ST 10 person that takes 20, goes to -10 ST may not be recovered through healing potions, etc. Zero is unconscious. -1 to -(ST-1) is unconscious and dying. Fatigue that takes a character goes beyond zero: I allow rest for every 15 minutes until conscious, as well as other aid, until they are covered unless after an hour they are still negative ST. Exhaustion can kill. Thus without any other aid, if ST goes to -4 by fatigue, recovery will occur in an hour by returning to ST 0. Such rest is automatic for an unconscious person despite whatever is going on around them. If someones ST goes to -5 by fatigue, they will need outside help or they will perish. |
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#24 |
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Join Date: Jun 2018
Location: Durham, NC
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Regarding retreat:
I think Retreat is a real & necessary part of combat. Encountering a great foe should be a regular and normal part of any adventure. Players need to have various decisions to make: 1) is it/are they too strong? 2) can we over come this in combat thru ...? 3) if not, can we avoid combat through negotiations/hiding/etc ? 4) can we run and how? There are some spells that are mostly lackluster in combat but helpful for escape. Here are the spells that are helpful in escaping (some are still good in combat): - Slow Movement - Speed Movement (for self or the friend in Chainmail) - Create Wall (specially the multihex versions) - Sticky Floor & Slippery Floor - Stop & Trip - Avert (to get disengagement) - Freeze & Sleep - Rope - Darkness - Lock/Knock (Lock the door) - Control spells, Illusions, Summoned creatures & Staff to Snake (to engage & hold foes while others run) - Invisibility - Trailtwister - Flight A fun wizard to try is one that strict learns spells to escape. Make him/her a coward and the GM should award extra XP every time they successfully escape a fight. :-) |
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#25 |
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Join Date: Jun 2018
Location: Durham, NC
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Another thought on lethality.
Self preservation should be a motivation of most creatures. When they take too much damage they should be looking to disengage and run. This may be true even if they are winning. That is, a dragon that slays your whole party but is down to 3 ST is likely to die in its next encounter. Creatures, unless starving or mindless, should definitely be looking to run if taking half ST in damage. Most creatures do not have the benefits of physickers and healing potions. That said, slow creatures without the benefit of magic will have to die fighting or hope for a gracious foe or hope to leave some of their party behind as a sacrifice to escape. |
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#26 |
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Join Date: Aug 2004
Location: Pacheco, California
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Just plan out your Escape Rogue
https://www.hcobb.com/tft/Job_Role/Escape_Rogue.html
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-HJC |
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#27 |
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Join Date: Feb 2005
Location: Berkeley, CA
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This runs into the same problem as the PCs running: a lot of creatures lack a convenient capability to run away. A monster that's winning is probably much safer taking the additional injury and killing the PCs than retreating -- though if the PCs flee it may well not follow.
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#28 | |
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Join Date: Jun 2018
Location: Durham, NC
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#29 | ||
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Join Date: Jun 2019
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Oh that works fine too, I'm just a lazy klutz who doesn't want to have to remember another cut-off point and do the simplest multiplication - LOL! So I still favor death at the point wounds equals ST, without counting as many things as lethal wounds. Either way, the goal is to have a wider buffer zone, and there's different good ways to do it.
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"I'm not arguing. I'm just explaining why I'm right." |
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#30 |
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Join Date: Jun 2019
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One of the old micro-quests (Silver Dragon maybe?) had simple morale rules for NPCs that would trigger them to retreat. I can't remember what they were but I remember liking them very much at the time.
__________________
"I'm not arguing. I'm just explaining why I'm right." |
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