Quote:
Originally Posted by JLV
My campaigns always allowed job rolls; plus I added in a bunch of "extra" off-time things players could do (reworked versions of the Down With The King prestige tables) which could also result in XP awards -- not solely from rolling on the tables, but also from the consequences of some of those rolls -- things such as duels, trials, escapes from prison, etc., etc. All of which meant that off-time could lead to some nice extra XP, as well as providing numerous plot hooks for "on-time" that led to fast and furious engagements and adventures. While "on-time" still gave more XP, off-time was no longer a dull job roll (unless that's all the player wanted) with minimal additional XP. It's amazing how fast XP can pile up in such a situation, even with a guy (like me) that was somewhat grudging with XP awards for things other than magic use or fighting. On average then, the player character loss:survival ratio was about 3:1, and even so, I routinely had player characters reach the 50s and 60s after a year or two of play, with some managing considerably more if they managed to survive all the way to the end of the campaign.
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My campaigns were pretty lethal (particularly before I gave them a healing spell), so that probably restricted ultra high attribute characters.
Now, I would agree that TFT as written doesn't do well with 60+ point characters. Even my blasphemous and sinister d20 mechanic would break down at that point. A game that plausibly allows characters that powerful will require an opposed mechanic of some kind to work well. Someone - was it you - told that they had a system sorta like the Runequest the resistance table. Such a system would probably help in a super powered TFT game. I now see your point about attribute bloat.