Tuesday, April 24, 2018

Tunnels and Trolls: Missile Weapon Rules Revisited


I was rethinking my stance on the whole T&T 8.0 rules on missile weapon combat changes. What bothered me about the rule change was this, and here is the section of the rule-book covering the rule in question:
If the character aims for a particular target and makes the saving roll, then that damage will automatically take effect against the target when damage is assessed at the end of that combat round (even if the party loses the round). 
If your character misses the saving roll to hit, you still count the weapon damage toward the party’s overall HPT regardless of whether the PC party wins or loses overall. You were in the fight, and that number counts as part of the overall chaos of combat. However, the missile damage is simply rolled into the bigger number and does not automatically take effect if the character’s side loses the combat round. (If the party wins, the missile isn’t counted separately either.)
So if you miss, you still hit and do damage. I can see why they did this, because the spirit of the game is based in "the chaos of combat" and we don't need to-hit rolls for melee attacks, so why should we with missiles? Just total up the sides and fight. An arrow shot into a melee counts just as much as a sword.

But a "hit"? Guaranteed damage at the end of the round, even if you lose the round. This is critical, especially in fights where your party is outclassed. It allows your ranged attackers to do ANY damage in a fight where your party is outclassed, and hopefully your front ranks can absorb enough damage (and your healers can heal) and the monster's adds drop to a point where your party can start pushing things over the top.

A Kill on a Miss?

Looking back, this is a smart rule...but with one problem. One archer, one goblin, and a miss that "kills" the goblin. Let's not say kills, but defeats, and a thought I had recently may have a solution to this problem. Let's say the shot does "miss" and impacts the ground next to the goblin, but the goblin is still defeated in some way.

Let's say defeated means...gives up? This is actually a cool kind of ruling and one I may use in the future. The arrow could impact the ground right in front of the beast and it simply surrenders. If it was unintelligent or low intelligence, such as a wolf, the wolf could get scared and run away. This is still a "miss" but it better explains what is going on without breaking the dis-logic of fantasy reality and the rules.

You could easily combine this with another ruling, if the creature gives up or runs, there is no need to roll for the coup-de-grace with a second arrow that does the job and defeats the monster. It stands there or turns its back to bolt, and that is the opening you need to finish it off - still defeated, but another arrow is needed. But it is your choice, and the break in reality of the "kill on a miss" becomes kind of a cool house ruling that adds a lot of  flavor to the end of an encounter, and it is kind of like a "stunning damage" ruling.

Don't want it getting away? Well, you did miss, so you will need to use another round of ammo to finish the monster off. Hit better next time to save on ammo, but the choice is yours. If you have a one shot weapon, this was your last round of ammo, or you just want to walk up and clock the goblin that would be cool too, so the final blow could be a melee weapon if desired (and the referee doesn't rule a complete bolt). This feels good enough to add another cool house rule to our collection:

Missile Weapon "Miss but Kill"

On a missed missile weapon shot that still defeats a monster due to end-of-turn HPT, the character firing the shot has two choices:
  1. Let the monster surrender or escape as-is, before the damage is assessed.
  2. Finish off the monster in a coup-de-grace, but using another round of ammunition.
If no ammo is available or a shot is not taken and the referee rules the creature does not run, the final blow can be with a melee weapon or fist. Stunning damage is allowed in case a prisoner needs to be taken.
This is a cool rule because it does not change rules as written that much, explains away a hole in logic, and adds a really fun thematic story choice to whenever this occurs that I as a player, would look forward to. There is a cost too, in both the second round of ammo used or this being your last shot and the creature runs for it and gets away. You pay the price for missing either way.

Use freely and happy gaming!

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