Quote:
Originally Posted by tbeard1999
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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It wasn't me, but I do know that they've used the "resistance table" (opposed abilities as a percentage outcome likely to result) for decades with both
Runequest and
Call of Cthulhu. It wasn't until 7th edition that they got rid of the Resistance Table for CoC, and I think it's still in there with the latest version of RQ. And yes, that works very well for its intended purpose -- and allows a much wider variety of attribute levels to compete on a reasonably logical basis; but such a table would be a complete revamp of TFT's underlying mechanics, I think, so I'm not sure how popular that concept would be in SJG-land! ;-)
And boy-howdy, are you right about the lethality of TFT without some kind of readily available healing -- lots and LOTS of healing potions (a la
Diablo/
Diablo II), or a simple (and not tremendously effective) healing spell help a lot, but with the healing spell, you're really just robbing Peter to pay Paul -- it costs ST to cast the spell, and is effectively just shifting a ST point or two to another character. It's a viable tactic, but it suffers from
quickly diminishing returns. Especially if you want your Wizard to do anything else! ;-) Of course you could always take another leaf from
Diablo, etc., and add in "fatigue recovery potions" (as opposed to Mana Potions) that allow "fatigue" ST to be recovered more quickly...