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Old 01-13-2018, 03:15 PM   #298
tbeard1999
 
Join Date: May 2013
Location: Tyler, Texas
Default Re: Attribute levels in Rick's Campaign.

Quote:
Originally Posted by JLV View Post
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.
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.
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